Total Extreme Wrestling 2016 Keygen Archives

Total Extreme Wrestling 2016 Keygen Archives

Total Extreme Wrestling 2016 Keygen Archives

Total Extreme Wrestling 2016 Keygen Archives

Ric Flair

American professional wrestler
Ric Flair
Birth nameRichard Morgan Fliehr
Born (1949-02-25) February 25, 1949 (age 71)[1]
Memphis, Tennessee, U.S.[1]
ResidenceLawrenceville, Georgia, U.S.
  • (m. 1971; div. 1983)​
  • (m. 1983; div. 2006)​
  • (m. 2006; div. 2009)​
  • (m. 2009; div. 2014)​
  • (m. 2018)​
Children4, including David, Ashley, Reid
RelativesConrad Thompson (son-in-law)[2]
Professional wrestling career
Ring name(s)The Black Scorpion[1]
Ric Flair[1]
Billed height6 ft 1 in (185 cm)[3]
Billed weight243 lb (110 kg)[3]
Billed fromCharlotte, North Carolina, U.S.[3]
Trained byVerne Gagne[3][4]
DebutDecember 10, 1972[1][5]
RetiredMarch 30, 2008 (recognized by WWE) September 12, 2011 (officially; final match) December 2, 2012 (verbal confirmation)

Richard Morgan Fliehr[6][a] (born February 25, 1949), better known as Ric Flair, is an American professional wrestling manager and retired professional wrestler signed to WWE on a legend’s contract.

Ranked by multiple peers[7] and journalists[8] as the greatest professional wrestler of all time, Flair had a career that spanned almost 40 years. He is noted for his tenures with Jim Crockett Promotions (JCP), World Championship Wrestling (WCW), the World Wrestling Federation (WWF, later WWE) and Total Nonstop Action Wrestling (TNA). Since the mid-1970s, he has used the moniker "The Nature Boy". A major pay-per-viewattraction throughout his career, Flair headlined the premier annual NWA/WCW event, Starrcade, on ten occasions, while also co-headlining its WWF counterpart, WrestleMania, in 1992, after winning that year's Royal Rumble.[9]PWI awarded him their Wrestler of the Year award a record six times, while Wrestling Observer Newsletter named him the Wrestler of the Year (an award named after him and Lou Thesz) a record eight times. The first two-time WWE Hall of Fame inductee, first inducted with the class of 2008 for his individual career and again with the class of 2012 as a member of The Four Horsemen, he is also a member of the NWA Hall of Fame, and the Professional Wrestling Hall of Fame.

Flair is officially recognized by WWE as a 16-time world champion (8-timeNWA World Heavyweight Champion, 6-timeWCW World Heavyweight Champion, and two-timeWWF Champion),[10] although the number of his world championship reigns varies by source, ranging from 16 to 25.[11] He has claimed to be a 21-time champion.[12] He was the first holder of the WCW World Heavyweight Championship and the WCW International World Heavyweight Championship (which he also held last). As the inaugural WCW World Heavyweight Champion, he became the first person to complete WCW's Triple Crown, having already held the United States Heavyweight and World Tag Team Championships. He then completed WWE's version of the Triple Crown when he won the Intercontinental Championship, after already holding the WWF Championship and the World Tag Team Championship.

Early life[edit]

Fliehr was born on February 25, 1949, in Memphis, Tennessee.[6] His birth name is widely believed to be Fred Phillips, although on different documents he is also credited as Fred Demaree or Stewart, while his biological parents were Luther and Olive Phillips (the latter of whom was also credited under the Demaree and Stewart surnames).[13] He was adopted. At the time of his adoption (arranged by the Tennessee Children's Home Society as part of Georgia Tann's baby-kidnapping operation[14]), his adoptive father, Dr. Richard Reid Fliehr (1918–2000), was completing a residency in obstetrics and gynecology in Detroit, Michigan.[15][16] His adoptive mother, Kathleen Kinsmiller Fliehr (1918–2003), worked for the Star Tribune.[17] Shortly afterward, the family settled in Edina, Minnesota, where the young Fliehr lived throughout his childhood. After ninth grade, he attended Wayland Academy in Beaver Dam, Wisconsin for four years, during which time he participated in interscholastic wrestling, football, and track.[18] After high school, Fliehr briefly attended the University of Minnesota.[19]

Professional wrestling career[edit]

American Wrestling Association (1972–1974)[edit]

Flair trained as a professional wrestler with Verne Gagne.[4] He attended Gagne's first wrestling camp with Greg Gagne, "Jumpin'" Jim Brunzell, The Iron Sheik and Ken Patera at Gagne's barn outside Minneapolis in the winter of 1971. On December 10, 1972, he made his debut in Rice Lake, Wisconsin, battling George "Scrap Iron" Gadaski to a 10-minute draw while adopting the ring name Ric Flair.[4][5] During his time in the American Wrestling Association (AWA), Flair had matches with Dusty Rhodes, Chris Taylor, André the Giant, Larry Hennig and Wahoo McDaniel.[20][21]

Japan (1973–2008, 2013)[edit]

Flair first competed in Japan in 1973 for International Wrestling Enterprise (IWE), due to a working agreement between AWA promoter Verne Gagne and the IWE. After Flair left the AWA for Jim Crockett Jr.'s Mid-Atlantic Championship Wrestling (MACW) in 1974, he began working tours for All Japan Pro Wrestling (AJPW). On April 27, 1978, Flair challenged for the NWA United National Championship in a losing effort. Throughout the 1980s, Flair defended the NWA World Heavyweight Championship in All Japan against the likes of Genichiro Tenryu, Riki Choshu, Jumbo Tsuruta, Harley Race, and Kerry Von Erich. On October 21, 1985, Flair wrestled Rick Martel in a double title match where he defended the NWA World Heavyweight Championship and challenged for the AWA World Heavyweight Championship, but the match ended in a double countout. As All Japan withdrew from the National Wrestling Alliance (NWA) in the late 1980s, World Championship Wrestling (WCW) began a working agreement with New Japan Pro Wrestling (NJPW). In 1989, the working agreement led to a feud between Flair and Keiji Mutoh, who was wrestling under The Great Muta gimmick, in the United States for WCW. On March 21, 1991, Flair defended the NWA World Heavyweight Championship and challenged Tatsumi Fujinami for the IWGP Heavyweight Championship in a double title match on the WCW/New Japan Supershow at the Tokyo Dome. Fujinami beat Flair for the NWA World Heavyweight Championship, but later lost the title at WCW's SuperBrawl I on May 19, 1991 in the United States.[22]

When Flair left WCW for the World Wrestling Federation (WWF) in 1991, he continued to tour Japan in the Super World of Sports (SWS) promotion, due to an agreement between WWF and SWS. He defended and retained the WWF World Heavyweight Championship against Genichiro Tenryu on September 15, 1992 in a match that resulted in a draw. In August 1995, under a WCW contract, Flair participated in the G1 Climax tournament in NJPW, where he beat Shiro Koshinaka, drew Masahiro Chono, and lost to Keiji Mutoh. On July 17, 1996, Flair challenged Shinya Hashimoto for the IWGP Heavyweight Championship in a losing effort in NJPW.[22]

Once again under the WWE banner, Flair continued to tour Japan periodically between 2002 and 2008. He successfully defended the World Tag Team Championship with Batista against The Dudley Boyz twice in February 2004. On the February 7, 2005 episode of Raw, broadcast from the Saitama Super Arena in Japan, Flair lost to Shawn Michaels in a singles match. In February 2008, Flair wrestled Mr. Kennedy in the Ariake Coliseum and William Regal in the Budokan Hall, both under the stipulation that he would retire if he lost.[23]

On January 2, 2013, All Japan announced that Flair would make his return to AJPW for the first time in five years on January 26, 2013, teaming with Keiji Mutoh to take on Tatsumi Fujinami and Seiya Sanada. This would have been his first professional wrestling match since his September 2011 loss to Sting on Impact Wrestling and his first for All Japan since March 1987.[24][25] However, on January 26, just moments before the start of the All Japan event, the promotion announced that Flair was forced to pull out of his match because of a "sudden illness",[26] later reported as a badly swollen left leg. Flair was replaced in the match by his son Reid, but also ended up getting involved in the match himself, delivering chops to Seiya Sanada.[27]

Jim Crockett Promotions/World Championship Wrestling (1974 - 1991)[edit]

Becoming the Nature Boy (1974–1981)[edit]

In 1974, Flair left the AWA for Jim Crockett's Mid-Atlantic region in the National Wrestling Alliance (NWA)[20] and he soon captured his first singles title, when on February 9, 1975 he beat Paul Jones for the Mid-Atlantic TV Championship. On October 4, 1975, however, Flair's career nearly ended when he was in a serious plane crash in Wilmington, North Carolina that took the life of the pilot and paralyzed Johnny Valentine (also on board were Mr. Wrestling, Bob Bruggers, and promoter David Crockett).[28][1] Flair broke his back in three places and, at age 26, was told by doctors that he would never wrestle again.[28] Flair conducted a rigorous physical therapy schedule, however, and he returned to the ring just eight months later, where he resumed his feud with Wahoo McDaniel in February 1976.[28] The crash did force Flair to alter his wrestling technique away from the power brawling style he had used early on to one more focused on grappling, which led him to adopt the "Nature Boy" gimmick he would use throughout his career. Flair won the NWA United States Heavyweight Championship when he defeated Bobo Brazil on July 29, 1977. During the next three years, he held five reigns as NWA United States Heavyweight Champion while feuding with Ricky Steamboat, Roddy Piper, Mr. Wrestling, Jimmy Snuka and Greg Valentine (with whom he also formed a championship tag team). However, Flair reached elite status when he began referring to himself as "The Nature Boy" in order to incite a 1978 feud with the original "Nature Boy" Buddy Rogers, who put Flair over in one encounter.[citation needed]

NWA World Heavyweight Champion (1981–1991)[edit]

One of Flair's signature robes

On September 17, 1981, Flair beat Dusty Rhodes for his first NWA World Heavyweight Championship.[1] In the following years, Flair established himself as the promotion's main franchise in the midst of emerging competition from Vince McMahon's World Wrestling Federation (WWF). An unsanctioned title loss took place on January 6, 1983, to Carlos Colón Sr. in Puerto Rico.[11] Flair recovered the championship belt in a phantom change seventeen days later not officially recognized by the NWA. Harley Race won the NWA World Heavyweight Championship from Flair in 1983, but Flair regained the title at Starrcade in a steel cage match.[1] Officially, Flair won the NWA World Heavyweight Championship eight more times. Flair lost the title to Race and won it back in the span of three days in New Zealand and Singapore in March 1984. At the first David Von Erich Memorial Parade of Champions at Texas Stadium, Flair was pinned by Kerry Von Erich, but he regained the title eighteen days later in Japan and reigned for two years, two months and two days, losing the title to Dusty Rhodes on July 26, 1986 at The Great American Bash. However, Flair regained the title two weeks later.[citation needed]

In late 1985, the tag team of Arn Anderson and Ole Anderson began aiding Flair (whom they claimed as a "cousin") in attacks against Dusty Rhodes, Magnum T.A. and Sam Houston. A few weeks later, the Andersons interrupted Houston's match against Tully Blanchard and the three villains combined to rough up the youngster. Shortly thereafter, Flair, Blanchard and the Andersons formalized their alliance, calling themselves The Four Horsemen, with Blanchard's manager J.J. Dillon also coming on board. Upon the group's inception, it was clear that The Four Horsemen were unlike any villainous alliance that had ever existed, as the four rule breakers immediately used their strength in numbers to decimate the NWA's top fan favorites while controlling the majority of the championship titles.[citation needed]

By 1986, wrestling promoter Jim Crockett had consolidated the various NWA member promotions he owned into a single entity, running under the banner of the National Wrestling Alliance. Controlling much of the traditional NWA territories in the southeast and Midwestern United States, Crockett looked to expand nationally and built his promotion around Flair as champion. During this time, Flair's bookings as champion were tightly controlled by Crockett, and a custom championship belt was created for Flair. Flair lost the NWA World Heavyweight Championship in Detroit to Ron Garvin on September 25, 1987. Garvin held the title for two months before losing to Flair on November 26, 1987, at WCW's first pay-per-view event, Starrcade, in Chicago.[citation needed]

In early 1988, Sting and Flair fought to a 45-minute time-limit draw at the first ever Clash of the Champions. On February 20, 1989, at Chi-Town Rumble in Chicago, Ricky Steamboat pinned Flair to win the NWA World Heavyweight Championship. This prompted a series of rematches, where Steamboat was presented as a "family man" (often accompanied by his wife and young son), while Flair opposed him as an immoral, fast-living "ladies man". Following a best-of-three falls match with Steamboat that lasted just short of the 60-minute time limit (and ended with a disputed finish where Steamboat retained the title) at Clash of the Champions VI: Ragin' Cajun on April 2, Flair regained the title from Steamboat on May 7, 1989, at WrestleWar in a match that was voted 1989's "Match of the Year" by Pro Wrestling Illustrated. On July 23, 1989, Flair defeated Terry Funk at The Great American Bash, but the two continued to feud through the summer and eventually Flair reformed The Four Horsemen, with the surprise addition of longtime rival Sting, to combat Funk's J-Tex Corporation. This led to an "I Quit" match at Clash of the Champions IX: New York Knockout which Flair won. Flair then kicked Sting out of The Four Horsemen upon his challenge for the NWA World Heavyweight Championship, resulting in a revived feud between the two. On July 7, 1990, Flair dropped the title to Sting at The Great American Bash.[1] After being unmasked as The Black Scorpion at Starrcade in 1990, Flair regained the title from Sting on January 11, 1991.[citation needed]

Subsequent to this title win, Flair was recognized by WCW as the first WCW World Heavyweight Champion, though he was still also recognized as NWA World Heavyweight Champion. On March 21, 1991, Tatsumi Fujinami defeated Flair in a match in Tokyo at the WCW/New Japan Supershow. While the NWA recognized Fujinami as their new champion, WCW did not because Fujinami had backdropped Flair over the top rope in a violation of WCW rules. On May 19, 1991, Flair defeated Fujinami at SuperBrawl I in St. Petersburg, Florida to reclaim the NWA World Heavyweight Championship and retain the WCW World Heavyweight Championship. In the spring of 1991, Flair had a contract dispute with WCW president Jim Herd, who wanted him to take a substantial pay cut. Flair had resigned as head booker in February 1990 and Herd wanted to reduce Flair's role in the promotion even further, despite the fact that Flair was still a top draw. According to Flair, Herd also proposed changes in his appearance and ring name (i.e. by shaving his hair, wearing a diamond earring and going by the name Spartacus) in order to "change with the times".[29] Flair disagreed with the proposals and two weeks before The Great American Bash, Herd fired him and vacated the WCW World Heavyweight Championship. While Flair had left for the WWF, he was still recognized as the NWA World Heavyweight Champion until September 8, when the title was officially vacated.[citation needed]

World Wrestling Federation (1991–1993)[edit]

Flair signed with the World Wrestling Federation (WWF) in August 1991 and began appearing on television with the Big Gold Belt, calling himself "The Real World Champion".[1] Led by his "financial adviser" Bobby Heenan and his "executive consultant" Mr. Perfect, Flair repeatedly issued challenges to WWF wrestlers like "Rowdy" Roddy Piper and Hulk Hogan, wrestling a team led by Piper at Survivor Series in November 1991 and helping The Undertaker defeat Hogan for the WWF Championship that same night.[30] WCW sued Flair in an attempt to reclaim the championship belt,[31] but Flair claimed that he owned the title belt in lieu of the US$25,000 deposit paid by NWA champions upon winning the title, which had not been returned to him when he was fired from WCW.[32]

At the 1992 Royal Rumble, Flair won the Rumble match to claim the vacant WWF Championship. Flair entered as number three in the Rumble match and lasted 60 minutes, last eliminating Sid Justice with help from Hulk Hogan, who had been eliminated by Justice seconds earlier.[30]Randy Savage then challenged Flair for the WWF Championship as part of the double main event at WrestleMania VIII. In the storyline, Flair taunted Savage by claiming that he had a prior relationship with Savage's wife, Miss Elizabeth. Savage defeated Flair for the title at WrestleMania.[30] In July 1992, as Savage prepared to defend the title against The Ultimate Warrior at SummerSlam,[30] Flair and Mr. Perfect sowed distrust between the two by suggesting that they would back one or the other during their match. They actually attacked both Savage and Warrior and injured Savage's knee, an injury that Flair exploited to regain the title in a match with Savage on September 1. His second reign was short-lived, however, as he lost the title to Bret Hart on October 12, 1992.[citation needed]

Flair teamed with Razor Ramon to take on Savage and Perfect at the Survivor Series in November 1992.[30] Flair appeared in the Royal Rumble in January 1993, then lost a Loser Leaves the WWF match to Mr. Perfect on the next night's (January 25, 1993) Monday Night Raw in a match taped six days earlier.[33] Flair then fulfilled his remaining house show commitments, making his last appearance on February 10, 1993, before returning to WCW.[34]

Return to WCW (1993 - 2001)[edit]

WCW World Heavyweight Champion (1993–1996)[edit]

Flair triumphantly returned to WCW as a hero in February 1993, as a result of a "no-compete" clause he was unable to wrestle, so he hosted a short-lived talk show in WCW called A Flair for the Gold. Arn Anderson usually appeared at the bar on the show's set, and Flair's maid Fifi cleaned or bore gifts. Once he returned to action, Flair briefly held the NWA World Heavyweight Championship for a tenth time after defeating Barry Windham at Beach Blast before WCW finally left the NWA in September 1993. At Fall Brawl, Flair lost the title, now rebranded the WCW International World Heavyweight Championship, to "Ravishing Rick" Rude. At Starrcade in 1993, Flair defeated Vader to win the WCW World Heavyweight title for the second time. In the spring of 1994, Flair began a tweener turn and started another feud with longtime rival Ricky Steamboat and challenged Steamboat to a match at Spring Stampede which ended in a no contest from a double pin, causing the title to be held up. Flair then defeated Steamboat in a rematch to reclaim the held-up title on an episode of WCW Saturday Night. The WWE does not count this victory as a new title win. Flair then challenged Col. Robert Parker to wrestle one of his men at Slamboree, which turned out to be Barry Windham, whom Flair defeated, afterwards he quietly turned heel and took Sherri Martel as his manager. He would also wrestle Lord Steven Regal in a five-match series under Marquess of Queensberry Rules, which aired on WCW Worldwide between April 30 and May 28, in which Flair won the series, with 2 wins, 1 loss, and 2 draws.[citation needed]

In June 1994 at Clash of the Champions XXVII, Flair defeated Sting in a unification match, merging the WCW International World Heavyweight Championship with the WCW World Heavyweight Championship, and solidifying his heel turn. After becoming the unified and undisputed WCW champion, Flair feuded with Hulk Hogan upon Hogan's arrival in WCW in June 1994, losing the WCW World Heavyweight Championship to him in July at Bash at the Beach. Flair continued to feud with Hogan and finally lost to Hogan in a steel cage retirement match at Halloween Havoc. Flair took a few months off afterwards before returning as a wrestler and part-time manager for Vader in 1995 (explained on-air by having Flair nag Hogan for months until Hogan and Savage both petitioned WCW management to let Flair come back).[citation needed]

On April 29, 1995, Flair wrestled Antonio Inoki in front of 190,000 spectators in Pyongyang, North Korea at the May Day Stadium in a losing effort under a joint show between New Japan Pro Wrestling and World Championship Wrestling. The event was broadcast on August 4, 1995 on pay-per-view under the title of Collision in Korea. In the fall of 1995, Flair began a short feud with Arn Anderson, which culminated in a tag match that saw Flair turning on Sting to reform the new Four Horsemen with Flair as the leader, Arn Anderson, Brian Pillman, and Chris Benoit as the members. With the new Four Horsemen, Flair won the WCW World Heavyweight Championship two more times before the nWo invasion storyline began in WCW, with the first one being in December 1995 at Starrcade, where Flair defeated Lex Luger and Sting by countout and then defeated Savage after all three Four Horsemen members ran to the ring and Arn Anderson knocked out Savage with brass knuckles, thus allowing Flair to pin Savage to win the match and the title. Afterwards Savage won the title back on Nitro after Starcade, but Flair won the next match at SuperBrawl VI to regain the championship. During the feud, Savage's manager Miss Elizabeth turned against him and became Flair's valet. Together with Woman and Debra McMichael they would escort Flair to his matches until Miss Elizabeth was taken by the nWo in the fall and eventually returned as Savage's valet when he joined the nWo in 1997. Flair lost the WCW World Heavyweight Championship eventually three months later to The Giant. The feud with Savage continued with The New Four Horseman joining the Dungeon of Doom to create an Alliance to end Hulkamania. Together the factions wrestled Hogan and Savage in a triple steel cage, End of Hulkamania match; losing to the reunited Mega Powers. Afterwards, Flair went on to win the WCW United States Heavyweight Championship and there were also changes in the Four Horseman in 1996, as Brian Pillman left WCW and Steve "Mongo" McMichael became the fourth member.[citation needed]

Feud with the New World Order (1996–1999)[edit]

Once again as a top fan favorite, Flair played a major role in the New World Order (nWo) invasion storyline in late 1996 and throughout 1997. He and the other Horsemen often took the lead in the war against Scott Hall, Kevin Nash, and Hollywood Hulk Hogan, whom Flair immediately challenged for the WCW World Heavyweight Championship at the Clash of the Champions XXXIII, but won only by disqualification. In September 1996, Flair and Anderson teamed with their bitter rivals, Sting and Lex Luger, to lose to the nWo (Hogan, Kevin Nash, Scott Hall, and an impostor Sting) in the WarGames match at Fall Brawl when Luger submitted to the impostor Sting's Scorpion Deathlock.[citation needed]

In October 1996, two developments occurred that affected the Four Horsemen when Jeff Jarrett came over to WCW from the WWF, and expressed his desire to join the Horsemen as he immediately gained a fan in Ric Flair, much to the chagrin of the other Horsemen. Flair finally let Jarrett join the group in February 1997, but the others did not want him, and in July 1997 was ultimately kicked out of the group by Flair himself, who had enough of the instability Jarrett's presence caused the Horsemen. Flair also feuded with Roddy Piper, Syxx, and his old nemesis Curt Hennig in 1997, after Hennig was offered a spot in The Four Horsemen only to turn on Flair and The Four Horsemen at Fall Brawl in September 1997, in which Hennig punctuated the act by slamming the cage door onto Flair's head.[citation needed]

In April 1998, Flair disappeared from WCW television, due to a lawsuit filed by Eric Bischoff for no-showing a live episode of Thunder on April 16, 1998 in Tallahassee, Florida. After the case was settled, Flair made a surprise return on September 14, 1998 to ceremoniously reform the Four Horsemen (along with Steve McMichael, Dean Malenko, and Chris Benoit). Flair feuded with Bischoff for several months afterward. Flair repeatedly raked Eric Bischoff's eyes during this feud. This culminated in a match at Starrcade between Bischoff and Flair in December 1998, which Bischoff won after interference from Curt Hennig, a former member of the Four Horsemen. The following night in Baltimore on Nitro, Flair returned and threatened to leave WCW, demanding a match against Bischoff for the presidency of the company. The match was made, and despite the nWo interfering on Bischoff's behalf Flair won and was granted the position of president of WCW. This resulted in a match at Superbrawl between Flair and Hollywood Hogan for the WCW Championship, which Flair lost after being betrayed by his own son David Flair.[citation needed]

Final world championship reigns (1999–2001)[edit]

In spite of his son's betrayal, Flair signed a rematch at Uncensored which was billed as a First Blood barbed wire steel cage Match against Hogan where Flair's presidency and Hogan's WCW World Heavyweight Championship were on the line. Despite being the first to bleed, Flair won the match by pinfall thanks to the bias of the referee Charles Robinson, who counted Hogan out.[citation needed]

As on-air WCW President, Flair began abusing his power much like Bischoff had, favoring villains over fan favorites and even awarding the WCW United States Heavyweight Championship (which was vacated by Scott Steiner due to injury) to his son David and resorting to whatever means necessary to keep him as United States Heavyweight Champion. Flair eventually formed a stable of followers which included Roddy Piper, Arn Anderson and the Jersey Triad to keep things in order. Flair's reign as president came to an end on the July 19 episode of Nitro, when he faced and lost to Sting for the position. During the course of the match, Sting had Flair in his Scorpion Death Lock, but with the referee knocked unconscious, no decision could be reached. A returning Eric Bischoff came to the ring and began ordering the timekeeper to ring the bell, which he eventually did, awarding the match and the presidency to Sting (who promptly gave it up upon receiving it).[citation needed]

Flair won his last world titles in his career by winning the WCW World Heavyweight Championship twice during 2000, the company's last full year of operation. When WCW was purchased by the WWF in March 2001, Flair was the leader of the villainous group called the Magnificent Seven. Flair lost the final match of Nitro to Sting, recreating the second match of Nitro in 1995. Nevertheless, Flair has repeatedly stated in various interviews how happy he was when WCW finally closed down, although at the same time the fact that many people would lose their jobs saddened him.[35]

Return to WWF/WWE (2001 - 2008)[edit]

WWF co-owner (2001–2002)[edit]

After an eight-month hiatus from wrestling, Flair made a return to the WWF on November 19, 2001.[36] Flair reappeared on Raw following the end of the "WCW/ECW Invasion" that culminated in a "Winner Take All" match at Survivor Series won by the WWF.[37] Flair's new on-screen role was that of the co-owner of the WWF, with the explanation that Shane and Stephanie McMahon had sold their stock in the company to a consortium (namely Flair) prior to purchasing World Championship Wrestling and Extreme Championship Wrestling.[38] Flair's feud with Vince McMahon led them to a match at the Royal Rumble in January 2002 in a Street Fight, where Flair defeated McMahon.[37] Flair also wrestled The Undertaker at WrestleMania X8 in March 2002 where Flair lost.[39] The "co-owner" angle culminated in early 2002, when Flair controlled Raw and McMahon controlled SmackDown![40]

On the May 13 episode of Raw, Flair challenged Hulk Hogan to a no disqualifications match for the WWE Undisputed Championship. Flair would later lose the contest before moving onto a rivalry with Stone Cold Steve Austin. At Judgment Day, Flair teamed with The Big Show in losing fashion as they faced Steve Austin in a two-on-one handicap tag team match. On the June 3 episode of Raw, the feud between Flair and Austin would escalate after Austin defeated Flair in a singles contest. After Steve Austin abruptly left the renamed WWE in June while in a program with Flair, a match was hotshotted between Flair and McMahon for sole ownership of WWE, which Flair lost after interference from Brock Lesnar on the June 10 edition of Raw.[41]

Flair's rivalry with Lesnar would continue into the month of June with Lesnar picking up wins over Flair in a singles match on the July 1 episode of Raw and in a tag team contest on the July 15 episode of Raw. At King of the Ring, Flair defeated Eddie Guerrero in a singles match after Guerrero and Chris Benoit would interrupt Flair's speech regarding losing his position as WWF co-owner; afterwards, Guerrero would lock Flair in his own signature figure four leg lock with help from Benoit. Flair then became involved in a short lived rivalry with Chris Jericho, leading to Flair defeating Jericho at SummerSlam, resulting in Flair being granted a World Championship match against Triple H on the September 2 episode of Raw, which he lost. Later on that same night, Flair would team with Rob Van Dam as the duo were successful in defeating the team of Triple H and Chris Jericho. At Unforgiven, Flair was unsuccessful in capturing the Intercontinental Championship in a singles contest against Jericho.[citation needed]

Evolution (2002–2005)[edit]

In September 2002 at Unforgiven, Triple H defended the World Heavyweight Championship against Rob Van Dam. During the match, Flair came down to the ring and grabbed the sledgehammer from Triple H and teased hitting him before hitting Van Dam, allowing Triple H to get the win, turning him heel in the process and accompanied Triple H to the ring as his manager.[42] Shortly after, Batista moved from SmackDown! to Raw and Flair also began accompanying him to the ring while continuing to second Triple H.[43] In June 2003 at Bad Blood, Flair was able to defeat Shawn Michaels after Orton struck Michaels with a chair.[44][45]

At the height of Evolution's power, the group controlled all of the male-based championships of Raw after Armageddon. Batista teamed with Flair to win the World Tag Team Championship from the Dudley Boyz (Bubba Ray Dudley and D-Von Dudley) in a tag team turmoil match and Triple H regained the World Heavyweight Championship from Goldberg (in a triple threat match that also involved Kane), with the help of the other members of Evolution. In January 2004 at the Royal Rumble, Flair and Batista successfully defended the World Tag Team Championship against the Dudley Boyz in a tables match, and World Heavyweight Champion Triple H fought Shawn Michaels to no contest in a Last Man Standing match, thus retaining the championship. Flair and Batista lost the World Tag Team Championship on the February 16 edition of Raw to Booker T and Rob Van Dam. At WrestleMania XX, Evolution defeated the Rock 'n' Sock Connection (The Rock and Mick Foley) in a 3-on-2 handicap match. The following week on Raw during the 2004 WWE draft lottery, Flair and Batista defeated Booker T and Rob Van Dam to win their second and final World Tag Team Championship. but they lost the titles to World Heavyweight Champion Chris Benoit and Edge on the April 19 episode of Raw.[citation needed]

At SummerSlam, Orton pinned Benoit to become the new World Heavyweight Champion and the youngest World Champion in WWE history to date. On the episode of Raw the night after SummerSlam, Batista hoisted Orton on to his shoulders in what appeared to be a celebration, but following the thumbs down from Triple H, the group proceeded to attack Orton. At Unforgiven, Triple H beat Orton to regain the World Heavyweight Championship, with help from Flair, Batista, and Jonathan Coachman. Orton's feud with Evolution continued until Survivor Series where Triple H, Batista, Gene Snitsky, and Edge were defeated by Orton, Maven, Chris Jericho, and Chris Benoit in a Survivor Series match for control of Raw over the following month.[citation needed]

In the Elimination Chamber match at New Year's Revolution, Batista, Orton and Triple H were the last three remaining in the match. Orton eliminated Batista with a RKO and Triple H pinned Orton with Batista's help to win the title. Triple H suggested that Batista not enter the Royal Rumble match, wanting the group to focus on Triple H retaining the title. At the Royal Rumble, Batista declined, entered the Rumble at number 28 and won. Triple H tried to persuade Batista to challenge the WWE Champion John "Bradshaw" Layfield of SmackDown! rather than for his World Heavyweight Championship. This involved Triple H plotting a feud between JBL and Batista, showing JBL badmouthing Batista in an interview and staging an attack on Batista with a limousine designed to look like Layfield's. The scheme was unsuccessful and at the brand contract signing ceremony on the February 21 episode of Raw, Batista chose to remain on Raw, infuriating Triple H and thus quitting the faction. Batista defeated Triple H for the World Heavyweight Championship at WrestleMania 21.[citation needed]

After Vengeance, Triple H took time off, Flair turned face for the first time since 2002 before going on to win the Intercontinental Championship from Carlito at Unforgiven, and the group was dissolved. Triple H returned at the "Homecoming" episode of Raw on October 3 where he was to team with Flair in a tag team match against Carlito and Chris Masters. After winning that match, Triple H betrayed Flair and attacked him with a sledgehammer. Flair retained the Intercontinental Championship against Triple H at Taboo Tuesday in a steel cage match, which was voted as such by the fans. Flair later lost to Triple H in a Last Man Standing non-title match at Survivor Series which ended their feud.[citation needed]

Final storylines and first retirement (2005–2008)[edit]

At the end of 2005, Flair had a feud with Edge that culminated in a WWE Championship Tables, Ladders, and Chairs match on Raw in early 2006, which Flair lost. On the February 20 episode of Raw, he lost the Intercontinental Championship to Shelton Benjamin, thus ending his reign at 155 days.[46] Flair took some time off in mid-2006 to rest and marry for the third time and he returned in June to work a program with his real-life rival Mick Foley that played off their legitimate past animosity.[47] Flair defeated Foley at Vengeance in a two out of three falls match, then at SummerSlam in an "I quit" match.[48]

Subsequently, he was involved in a rivalry with the Spirit Squad on Raw. On November 5, 2006 at Cyber Sunday, he captured the World Tag Team Championship from the Spirit Squad with Roddy Piper.[48] On the November 13 episode of Raw, Flair and Piper lost the World Tag Team Championship to Rated-RKO,[49] due to a disc problem with Piper and had to be flown immediately back to the United States as soon as Raw was off the air. On November 26, 2006 at Survivor Series, Flair was the sole survivor of a match that featured himself, Ron Simmons (replacing an injured Piper), Dusty Rhodes and Sgt. Slaughter versus the Spirit Squad.[48]

Flair then began teaming with Carlito after Flair said that Carlito had no heart.[50] Flair defeated Carlito in a match after which Carlito realized that Flair was right.[51] Flair and Carlito faced off against Lance Cade and Trevor Murdoch in a number one contender's match for the World Tag Team Championship but were defeated. The two teamed up on the WrestleMania 23 pre-show, and defeated the team of Chavo Guerrero and Gregory Helms. After weeks of conflict between Flair and Carlito,[52][53] the team split up when Carlito attacked Flair during a match.[54] At Judgment Day, Flair defeated Carlito with the figure four leglock.[55]

On the June 11 episode of Raw, Flair was drafted to the SmackDown! brand as part of the 2007 WWE draft.[56] He briefly feuded against Montel Vontavious Porter, unsuccessfully challenging him for the WWE United States Championship at Vengeance: Night of Champions.[57][58] Flair rejoined forces with Batista to feud with The Great Khali; the alliance was short-lived, however, as Flair was "injured" during a match with Khali on the August 3 episode of SmackDown!.[59][60]

Источник: []
, Total Extreme Wrestling 2016 Keygen Archives

Total Extreme Wrestling 2016

  • Habe nicht alles gelesen. Steht irgendwo auch was von verbessertem Auto-Booking? Was mich immer von TEW 2013 irgendwann ferngehalten hat war das zeitfressende Booking von Weeklys - da würde ich mir mehr Autopilot wünschen.
  • @David Von Verbesserungen im Auto-Booking Bereich habe ich bisher leider noch nichts gehört ... mal sehen, ob da noch etwas kommt.


    GDS Forum schrieb:

    Mar 24: National Battle Upgrade

    Rather than simply being a battle of the best event rating of the month, the national battle system now has a focus on star power within a roster. So, at the end of the month the game compares the 'draw' of the rosters involved and the company who has the most star-powered roster will come out on top. There is a special screen in your office that gives you an exact breakdown of how things currently stand.

    This better simulates the Monday Night Wars era, which was always about who had the bigger and hotter stars rather than being about who actually produced the best show that month, and more importantly makes clashes between giant companies much more of a long-term and strategic war - stealing top talent now becomes a much bigger deal and can have huge ramifications due to the 'swing' it can create (i.e. the company the worker left is losing some of their star power while simultaneously boosting their rival who he has joined), and developing new, hot stars (and then protecting them properly) also becomes key.

    This does not affect the regional battle system, which remains as it was. This therefore creates a key difference between them: regional battles are much more volatile, with constant changes in winners and losers, while national battles become a long-term war, with it being perfectly possible for one company to go many months (if not years) on top before being toppled when their rivals manage to finally steal that one top worker or develop that one white-hot superstar of their own. This therefore better simulates how the wrestling industry works.

    Mar 24: Pay Rise Requests

    For the first time in the series, employees can request pay rises without requiring an entirely new contract to be negotiated. The user has the option not only of accepting of refusing the offer, but also giving partial pay rises if he's trying to save a buck of two. This adds a new layer to the strategy of managing a locker room \ finances and eliminates the previous 'loophole' whereby a worker could get trapped on a much lower pay than he deserved thanks to being stuck in a lengthy deal.

    Mar 24: Toxic Workers

    Workers can now become embroiled in scandals of various sorts which, once publicly reported, cause them to become 'toxic' for several months and therefore virtually unemployable due to the popularity damage they'd do to anyone who chooses to have them on their roster. This can cause top stars to fall from grace and create major changes in the game world, as well as creating nice dilemmas for the player - whatcha gonna do when an iconic star turns out to be a racist, brother? (Probably fire him.)

    Mar 24: Psycho Complaints

    Workers classified as Psychopath style are now far less likely to complain about doing sick bumps or dangerous bouts, even if they have a conservative personality. However, to balance this out, older wrestlers are now more likely to switch from Psychopath to another, less intense, style to extend their career.

    Mar 24: More Backstage Incidents

    The number of possible backstage incidents has been massively increased in order to create more variety.

    Mar 24: Detailed Match Display

    Double clicking a segment in any of the 'historical' data screens (i.e. match histories, results, company histories, etc) now loads an expanded view which shows the details of the bout, including exactly who was in it - clicking on any of the workers loads their profile. This solves the occasional issue whereby the user doesn't know who is in a match because they're using an alternate identity or unusual tag team name.
    Some people want it to happen,
    some wish it would happen,
    others make it happen.
    - Michael Jordan
  • GDS Forum schrieb:

    Mar 25: Excursions

    To better simulate the way that the Japanese industry works, young workers can now leave on an excursion to a foreign area. This allows them to hone their skills in a different environment. These tours will usually be between 6 months and 2 years, after which they'll return home, often directly onto the roster of the company that sent them out. They automatically become open in the area they choose to go to. Excursions can be preset in the editor too. Youngsters on excursion are less picky about who they'll work for, allowing them a better chance of landing a job.

    Mar 25: Japanese Weight Split

    To better simulate the Japanese industry, and New Japan in particular, there is a new option that allows a defined split between junior and heavyweight wrestlers. This means that they will be book primarily against each other with little crossover between the two classes. This also creates something of a natural roster split, with the AI understanding that it needs to keep both weight classes filled properly.

    Mar 25: Movies Upgrade

    In previous games a worker who left to film a movie did so immediately. In TEW2016 he will give a warning, allowing the user to book around his upcoming hiatus.

    Mar 25: Sticky Window Position

    The game window is now 'sticky' in that it does not reposition itself at the end of each loading process, now only moving back to the center of the screen when accessing the main title splash screen.

    Mar 25: Post Segment Incidents

    There can now be fights or arguments that break out immediately following a match if one worker injures or hurts the other. These are reported via the road agent.

    Mar 25: Auto Area Opening

    If a worker appears for a company then he will automatically then have that company's home area open to him (if not already). For example, if someone tours Japan then they become automatically open for all Japanese companies to hire in the future. This allows loans, etc, to open up that worker to new careers and makes for a more dynamic game world.

    Mar 25: AI Takeovers

    AI companies can now try and take over struggling companies, just like the player can. To do this they must have spare cash, a ruthless owner, and for the purchase not to put them in financial trouble.

    Mar 25: National Battle Impact

    National battle wins and losses now cause a knock-on morale effect on the locker room for the remainder of that month. This helps signify how important the psychological effects of the battles are and ties in to the stories about how the real life Monday Night Wars were received.

    Mar 25: Classic Agers

    The ager section now contains a 'classic' option; these pictures will be used when a worker dies or when they are displayed in places like the Hall Of Immortals. This allows a more appropriate picture to be displayed rather than what otherwise may have been them in old age.

    Mar 25: Venue Opening & Closing Dates

    Venues \ locations can now be given specific opening and closing dates, the same way that items like companies can. This allows for better simulation of reality.

    NB: There'll be a bonus journal entry tomorrow in preparation for the final week.
    Ich rechne mittlerweile ja echt damit, dass das Spiel pünktlich zu WrestleMania erscheint. Würde mich echt freuen
    Some people want it to happen,
    some wish it would happen,
    others make it happen.
    - Michael Jordan
  • 100 weitere Neuerungen. Viel Spaß beim Lesen

    GDS Forum schrieb:

    Mar 26: Bits & Pieces (x100!)

    With only a week of the journal to go we still have a huge amount of content to get through, so today's bonus entry is a run through of a massive 100 items. Yes, 100.

    These are all entries that fell under the category of 'Bits & Pieces'; i.e. they're not game changers and they're not going to cause anyone to spontaneously break into their happy dance, but they're nice to have.

    Because there's so many and I didn't want to spend my entire weekend writing, I've simply copied their title across from the "What's New In 2016?" feature from the game's title screen; I've only provided deeper explanations if the title isn't completely self explanatory. I'll apologise now for any spelling mistakes, as given that I've got an absolute ton of writing to do and no automatic spell checking available on this site, some are bound to slip through.


    Move Level Separation: By request, a move's level (i.e. finisher, secondary finisher, etc) is now defined at the move set level, not within the move itself. This means, for example, that one person can have Choke Slam as their finisher while another can have it as a secondary finisher without the need to make two different moves with slightly different names.

    Title Prestige Change: In previous games title prestige was tied directly to absolute match ratings; this made it extremely hard for smaller companies to reach or maintain high levels for any of their titles. This has now been altered so that it's based on match ratings relative to the size of the company.

    AI Call Ups: In previous games the AI always called up workers from development; now it is more picky and can choose to ditch people who aren't up to scratch.

    B Shows: In previous games the AI always tried for as many 'A' shows as possible and never went for 'B' levels. This could put a big strain on the main event crew. This has been altered so that the AI can now go for 'B' shows too.

    Additional Backstage Rules: Some extra backstage rules have been added, giving the user more control over how strict or relaxed he wants to be.

    More Walk Outs: The tolerance levels before an unhappy worker chooses to quit a company have been lowered. This leads to higher turnover and makes morale management more key.

    Negative Morale Impact: Unhappy workers now get more of a morale penalty in matches, getting worse the more miserable they are. This makes it more important to keep a tight grip of the locker room.

    Personality Changes Upgrade: Young workers who are being successful now become more big headed over time, basedon the size of their employer, etc. On the flip side, young workers who are stuck working tiny indy shows will become more humble.

    Power 500 Filtering

    Non-Wrestler Creative Control: In previous games there was a loophole where you could offer CC to a non-worker to lower his asking price, knowing that it would never actually impact you. This has been closed.

    Small Company Turnover: Small companies have a higher turnover of workers, with more emphasis placed on workers choosing to go elsewhere due to disputes with management or because they've grown stale.

    Manager Turnover: In previous games the AI had very low turnover of managers. This has been increased.

    Quick Help For Sizes: Many users posted questions about what the worker sizes mean. To aid them, the details from the help file are now right next to the size menu, via a "?" button.

    Ager Auto Naming: In the editor.

    Company Wide Bonuses: By request, the user can now offer company wide bonuses rather than having to do it individually.

    Weight Change Time: When a worker changes size the effects are no longer instant, they take time. This is more realistic. While changing size there are also extra effects to simulate the transition.

    Ageing Popularity Loss Change: By request, the popularity loss suffered by workers who were past their prime has been vastly reduced.

    Import Areas And Regions: To aid mod makers, area and regional settings can be imported.

    Battle Royal Timings: The AI has been improved to know that not everyone in a battle royal type match is working the whole time and most are only in there for a short duration. This affects stamina and refusals.

    Loyalty Mass Edit

    Lifestyle Mass Edit: i.e. smoking, drinking, etc.

    Popularity Maximum Filter: By request the user can now filter by maximum popularity as well as minimum.

    Change Brand With Push: By request the user can now change a worker's brand at the same time as their push.

    Stricter Loyalty: The loyalty feature has been made to apply more strictly to make it more realisitc.

    Alliance Women Wrestling: Alliances now have criteria options for women's wrestling.

    Storyline Usage: Previously when creating a storyline you could see who was already in one but not who wasn't; now you can.

    Discovered Chemistry Filter: By request, the filter for discovered chemistry now allows a user to limit search results to only those workers who are currently on the roster.

    HoI In Title History: A worker's title history now displays Hall Of Immortal entries.

    No New Titles: By request, you can set a company to have no new titles during gameplay. This prevents them creating any, which may be useful for some mods and scenarios.

    Injury Retirement Upgrade: When a worker will be retired by an injury they will now announce the retirement immediately, not wait until the injury 'heals'.

    Battle Royal Ratings: The way battle royals are rated has been upgraded to be more realistic, with less emphasis on selling and psychology.

    Tour Name Settings: By request, potential tour names can now be defined by company and time of year.

    Search By Based: You can search by where a worker is based. This is useful for travel costs.

    Wage Bill: In the finance screen there is an easy overview of what the likely monthly wage bill is going to be.

    Pre Set Last Turn: You can preset when the last turn for a worker was via the editor.

    Mass Edit Filter: There is now a filter on the mass editor screen, removing the need to go back one level each time.

    Dormant TV Shows: You can now classify TV shows as dormant, meaning they are hidden from view on the various lists. This tidies things up and is more user friendly.

    Title Filter: The filter options for title belts in the editor has been expanded.

    No Gimmick Filter: You can now filter the editor by workers with a missing gimmick.

    No Bio Filter: You can filter the editor by workers with an empty bio.

    Scripted Promos Change: The scripted promos feature confused many users. It has been rewritten from scratch to be easier to understand.

    Dark Storylines: By request, dark matches and angles no longer impact storylines as they are not seen by the majority of fans.

    Title Prestige Penalty: By request, the penalty for low title prestige has been removed.

    Mass Assign Move Sets: By request, the mass editor now allows workers to be automatically assigned move sets.

    No Employment History Filter: You can now filter workers by not having any employment history.

    Match Name Value Filter: You can filter matches by name value in the editor.

    Agers For Retirement: You can now set agers that are specifically for when a worker retires (i.e. suited pictures).

    Agers Save & continue: The agers section of the editor now has a Save & Continue button for ease of use.

    AI Prioritise Own Venue: The AI has been altered to better prioritise the use of its own venue.

    Last Used Analysis Upgrade: By request, the 'last used' part of the analysis screen now shows day and week as well as month and year.

    Apply Agers Now: Via the mass editor you can now auto apply any valid agers to workers' default settings.

    Angles Rated On Selling: By request angles can now be rated on selling.

    Low Popularity Mechanics: The mechanics whereby a low-level worker appearing for a large company gets a popularity boost to bring him up to a minimum level have been overhauled to be more realistic and more powerful. This makes it easier to get an unknown rookie up to at least a viable opening match worker.

    Increase Maximum Appearances: By request, the maximum number of appearances that can be offered in a contract have been substantially increased.

    Alter Ego Everywhere But...: By request alter egos can now be applied 'everywhere but X', allowing the worker's default name to be their most famous identity and to have alter egos used when they worker anywhere but their most famous employer. i.e. you could have Undertaker as the character's default name, making him easier to find in searches, etc, and give him an alter ego for 'everywhere but WWE' to simulate the fact that if he ever left he couldn't take the gimmick with him.

    Alter Ego Searching: Alter egos are now searchable in the editor by missing pictures and empty bios, the same as workers can be.

    Short Contract Blocks: If a contract ends that was only ever for a small number of appearances or a short length of time the game will automatically recognise that it was not a proper full-time deal and therefore will not activate the traditional six month block on rehiring them. This allows better simulation of try-outs and short term deals.

    Auto Reset Filters: Right clicking on a Filter \ Search button will automatically cause it to change to its default state.

    International & Global Criteria: The requirements to reach the top two size levels have been refined to be more natural and a little stricter, making things more realistic.

    Shortlist Auto Removal: Clicking to shortlist someone who is already shortlisted will now automatically give the option to reove them; previously this was limited only to certain screens.

    Morale Notes With Names: When viewing a worker's morale pros and cons it will now give specific names when another person is involved. I.e. "Pleased about a hiring" is now "Pleased about the hiring of X".

    Upcoming Changes: On the roster overview there is now the option of listing everybody who has an upcoming turn or gimmick change, making roster management a little easier.

    Alliance Criteria View: Previously the user had to go to the editor to see an alliance's membership criteria; it is now listed on any alliance screen.

    Walk Out Tolerance: The tolerance level before an unhappy worker will choose to walk out on a company is now lowered for those with a PPA deal as they have less reason to bother staying if they're unhappy and fewer obstacles to just heading home. This matches reality a lot better as it will increase the number of low-level indy workers who simply quietly disappear off a roster over time.

    More Title Defences: The number of defences was capped at 255 in previous games. As one user managed to go past this limit, the cap has been raised significantly.

    Downsides: For realism, smaller companies are no longer expected to offer downside agreements. This has the knock on effect of easing their financial burden.

    Mass Edit Worker Popularity

    Mass Edit For Companies: Includes various items.

    Easier Comedy Matches: Comedy bouts in previous games were hard to pull off successfully. The way they are rated has now been altered to make it a lot easier, as well as being clearer as to what is expected.

    Indy Show Off: Young rising indy stars are now more likely to put in extra effort in matches to try and attract attention.

    Battle Royal Botches: The risk of botches is naturally lowered for battle royals due to their nature.

    Gimmick Match Botches: The risk of botches in highly risky bouts like ladder matches is increased.

    Battle Royal Perks: Being the runner up, iron man or having the most eliminations in a battle royal now count as minor victories; in previous games only the winner was seen as having any sort of success.

    Match Report Modification: In previous games the match reports for smaller companies would almost always complain about the quality of wrestling or heat due to the fact that they would rarely have the talent to do better; the reports are now done relative to the company's size.

    Contract Amount Round-Up: For visual appeal, in large AI contract offers the amount is rounded to the nearest hundred (or thousand if possible) rather than just to the nearest ten.

    Title Vacation Stories: When the AI vacated a title due to a 'bad' champion or lack of challengers in previous games, no story or confirmation was created. To address this, news entries and web site stories have been added.

    Mass Edit Injuries

    Child Product: When controlling a parent company the user can now easily alter the product settings for any child company that he owns, with the AI understand that they're subservient to you. This allows the user to alter things like match ratios to better serve their needs.

    Product Analysis Help: Some users were confused by some of the terms used in the product analysis screen; double-clicking a line of text will now generate a more detailed explanation.

    Preset Backstage Rules: The backstage rules for a company can be preset via the editor.

    Random Area Order: When the AI looks to add new companies to the game world it always does so in the traditional area order (USA, Canada, etc). This causes the areas further down the list to get an unfair bias against them. This has been addressed by making the area order random each time.

    AI Pact Stories: Previously not every AI-led change in company relations generated a web story or new items; this has now been addressed.

    Auto Delete Mail: By request, hitting Delete removes the currently viewed e-mail regardless of whether it has been ticked or not. This makes the e-mail system a lot more user friendly.

    AI Contract Lengths: By request, AI contract length offers are now more random as before they had little, if any, variance.

    Standardise Event Lengths: The user can now standardise all his event lengths in one click rather than having to do them all individually.

    AI Firings Change: Small companies used to slavishly stick to their maximum roster size limits in previous games; this has been adjusted so that companies who have nobody with a downside won't start firing people because they have no reason to; unused workers don't cost them anything. This removes the annoyance of smaller companies constantly trimming their roster.

    Minor Walk Out: If a bold worker is unhappy, but not seriously so, and has at least two other employers then he can now choose to walk out rather than stay with a company he doesn't enjoy being with. This adds realism and makes the game world more dynamic.

    Graduate Debut Year: By request, when adding new dojo graduates their debut year is shown on screen, making it more user friendly.

    Company Ranking Fairness: The ranking of companies was previously heavily biased towards areas that had a large number of regions. This system has been redesigned to remove this bias.

    Minimum Quality Guide: In the editor, when making broadcast deals there is an on-screen guide to what the minimum quality setting would be under normal game conditions; this is more user friendly for the mod makers and removes the need to test it out in-game.

    Expanded AI Teams: In previous games the AI would rarely have more than eight active teams; the maximum has now been increased for larger company, making for a more vibrant tag scene.

    Era Sexuality Controls: Eras can now be used to alter the ratio of heterosexual, homosexual and bisexual workers being created or regenerated during gameplay.

    Development Trainers: The user can now specifically tell a worker that you want to hire them to development to be a trainer, not a trainee; this gets round the issue whereby the worker would reject you because he didn't understand what you were trying to do.

    Sensitivity To PPV Death: Eras can now be used to simulate a drop-off in PPV figures; the AI is sensitive to this change, and if it drops too low then they will start biasing towards other reveue sources like subscription-based models.

    More Screwy AI Finishes: When running entertainment based companies the AI will now be far more likely to throw count out, DQ and no contest finishes into the mix, especially on TV. This leads to more realistic looking results.

    Absence Removes Pay: When a worker is away (for example when filming a movie) the company will automatically pause their pay. This removes the unfairness of having to support a worker who is earning elsewhere.

    Owner Bonus Block: The loophole whereby you could make your own boss happy by giving him a bonus (i.e. with his own money) has been closed.

    Worker News Archive Change: The News Archive available directly from a worker's profile now automatically displays all years by default, not just the current year. This makes it more useful as it is unlikely that much will happen to any worker in a single year.

    Mass Edit Positions: By request, the user now has the option of mass editing the vacation of owner, head booker and announcer positions rather than having to do it manually on a company by company basis.

    Development Morale: The first time that a worker complains about being stuck in development is now a 'freebie' that does not generate a morale hit; this means the user at least has the time to address the problem before getting morale problems to deal with.


    NB: A lot of people have been asking about the release date. To confirm, the FAQ is still accurate and the game is scheduled for some time in April or May. An actual release date will probably either be announced next Friday or the following week.
    Some people want it to happen,
    some wish it would happen,
    others make it happen.
    - Michael Jordan
  • GDS Forum schrieb:

    Mar 28: Game Changers

    A new series of random events known as 'game changers' have been added. These major events, which occur every 2-4 years usually, have a significant impact on certain workers or companies and thus, as the name suggests, change the entire course of the game. One example of a 'game changer' is a worker turning whistleblower to reveal hardcore steroid usage backstage to the press.

    Mar 28: Owner Types

    Owners now have types, being either Lifetime, Purchased (i.e. they bought their way into ownership of the company) or CEOs; each affect how long they will remain in power, whether they can be fired, and whether they can pass the company on to family members when they retire or die. This allows a variety of real world situations to be modelled correctly.

    Mar 28: Owner Min & Max Sizes

    Via the Business subscreen of the editor, workers can now be set to have minimum and maximum sizes for companies that they can take over as owner. This stops, for example, virtually unknown workers being handed the reins of power for gloval companies just because they have high skills.

    Mar 28: Owner-Booker Tolerance

    Some owners like to also set themselves as the head booker. This is based on personality and booking skill. The tolerance level for this has now been lowered, meaning that more owners will choose to employ someone else to book. This opens up more job opportunities, which is useful for human players in particular.

    Mar 28: Owner Investments

    When owners take over a company they have the option of investing some of their personal wealth into it. This can help give a company a boost or ease them out of debt.

    Mar 28: Company Strategy

    Companies can now be set to have a specific strategy, ranging from the traditional 'events and TV' model to being entirely dedicated to TV. This allows some idiosyncratic real world companies to be simulated better.

    Mar 28: Owner Defers Pay

    Owners can now opt to defer their pay if the company is struggling financially. This means they don't take the money owed them, lessening the monthly wage bill.

    Mar 28: Scumbag Owners

    If an owner of a sub-Cult company has a particularly ugly personality then he now falls under the heading of Scumbag Owner. Workers who get this categorisation - and they'd have to be pretty rotten people to do so - generate special incidents where they stiff employees on payments, do scummy behaviour like organise fraudulent kickstarter campaings, beat up rookies backstage, etc. They are also extra likely to develop bad relationships with their employees and have walk outs happen. This adds to the realism of the game.


    Mar 29: Gimmicks Upgrade

    The entire gimmick system has been completely overhauled to be both more realistic and far easier to understand. Amongst the changes are gimmick life cycles that allow worker's gimmicks to peak and wane, and gimmick tweaks that allow the user to try and extend the lifespan of successful gimmicks by adjusting them slightly. The way gimmicks are rated has also been revamped, making it less of a lottery, and their impact on the game has also been redone.

    Mar 29: Preset Gimmick Settings

    Mod makers can now use the editor to preset not only a gimmick's rating but also how long of a lifespan it has left and how freshly it was altered.

    Mar 29: Gimmick Copying

    For realism, if a company assigns a gimmick to a worker and he is already using it in another company, the rating will be the same to reflect that it is already well known how well he performs it.

    Mar 29: AI Gimmicks

    In previous games the AI did not alter its workers' gimmicks when turning them, leading to a messy roster. This has been altered so that the AI will switch the gimmick accordingly.

    Mar 29: Manual Gimmick Changes

    As with turns, the user can now manually decide when a gimmick change is to take place (rather than it happening the next time they appear on screen). This gives the user a far greater degree of control, especially if the gimmick change is being done at the same time as a turn.

    Mar 29: Gimmick Changes With A Turn

    The 'too soon for a gimmick change' penalty previously made turns tricky, as logically just changing a gimmick also then precluded a turn for a few months (unless the gimmick could work with both dispositions). A turn now allows a gimmick change to happen without this penalty if done simultaneously, thus eliminating this annoyance and allowing the player to be more creative.

    Mar 29: Default Gimmick Auto Pass

    To improve the way gimmicks work, a worker's default gimmicks are now automatically considered to be appropriate for them, irrespective of whether their stats genuinely fulfil the criteria. This is especially useful for mod makers who no longer have to check each gimmick for each worker using them.

    Mar 29: Harder Non-Aggression Pacts
    Mar 29: Harder Working Agreements

    In previous games it was too easy for human-controlled smaller companies to get non-aggression or working agreements with larger AI-controlled companies who had no real incentive to agree. This acted as a sort of loophole as the user got lots of advantages but few, if any, disadvantages. The AI is now smarter about rejecting relationship requests that have no benefit to them.

    Mar 29: Alliance-Mate Pacts

    If a human-controlled company attempts to create a positive relationship with another company who are in the same alliance then the likelihood of it being accepted greatly increases. This adds another benefit to being in an alliance.

    Mar 29: Pact Switching

    In previous games there was no easy way of switching your relationship with another company without first ending the original, risking a war. This has been addressed by allowing the company to propose moving directly from one relationship type to another.

    Mar 29: AI Alliance Joining

    AI companies can now choose to apply to join alliances whenever they want to. Previously it was limited to when the user actively made offers. This makes a more dynamic game world.

    Mar 29: Preset Alliance Membership

    By request, mod makers can now preset certain companies to join specific alliances when they debut.

    Mar 29: Leaving Alliance Reaction

    In previous games a company could quit an alliance with few consequences; this has been changed so that the remaining members can get annoyed or even declare war at the betrayal.

    Mar 29: Monday Night Wars

    A national battle is now triggered with two rivals, not three, so that the real life Monday Night Wars can be simulated.
    Some people want it to happen,
    some wish it would happen,
    others make it happen.
    - Michael Jordan
  • GDS Forum schrieb:

    Mar 30: Auto Booker

    As a companion piece to the existing Assistant Booker, players now also have access to a full Auto Booker. This will create an entire show based upon the same code (with only mild alterations) that the AI uses when putting together its shows. This can be used for players who, for example, don't wish to book 'B' shows or have two TV shows a week and want to hand one off to the AI. The shows, once booked, can be edited by the player as they would if they'd booked it themselves, or can simply be re-run through the Auto Booker to create an entirely new one.

    Mar 30: AI Angles Upgrade

    In previous games the AI was limited to using three people per angles. This has now been expanded to six, allowing, for example, tag teams to interact properly.

    Mar 30: AI Tournament Events

    In previous games if a show had a tournament in it then that's all the AI would book. It can now put extra matches on to fill out the show if it's a small tournament. If the tournament is for a midcard title the AI is now smart enough to choose to put something else as the main event, having the finals in the semi-final spot instead, saving the show from potentially getting a bad grade.

    Mar 30: AI Morale Impact

    In previous games morale changes were only created for events in human-led companies. This has now been altered so that AI companies can create them too.

    Mar 30: More AI Turnover

    The AI now has increased turnover when it comes to midcard deadwood, increasing the dynamic nature of the game world and giving lower level wrestlers more of a chance of moving up the card in a natural fashion.

    Mar 30: More Varied Reign Lengths

    In previous games AI title reign lengths were quite static, always being in or around the same number of defences. More variety has now been added, with an emphasis on good champions reigning longer.

    Mar 30: Better AI Expansion Planning

    The AI that governs how companies go about gradually expanding has been enhanced to be more realistic, with companies now being more proactive about growth.

    Mar 30: AI Loops

    The AI has now been upgraded to be smarter about planning tours. This goes all the way from regional companies making more stops outside their home region to help grow to larger companies doing more realistic international tours where they stay in a foreign company for a few dates in a row. National tours, especially in the US, are also more geographically sensible in terms of what order the regions are visited.

    Mar 30: More Mixed AI Booking

    In previous games the AI would primarily book people of the same level of push together; this has been altered so that it can throw in more mixed pairings, for example to give squash matches. This makes AI booking more realistic.

    Mar 30: AI Disposition Handling

    The way that the AI handles turning people has been upgraded, with it only happening during shows now too. This includes smarter turning of tag teams.

    Mar 30: AI Six Man Booking

    In previous games six man teams were booked as if three individuals. This has been enhanced so that the AI will try and book it more as one individual and a tag team when appropriate. This makes AI booking more realistic.

    Mar 30: More AI Angles

    To mimic reality and human booking more closely, the AI will now use far more angles when booking, if appropriate. They can also use the same worker in more than one segment.

    Mar 30: AI Booking Skill

    The AI head booker's bookoing skill is now far more impactful, actively helping or hindering the match ratings and angles that he runs. This can lead to great bookers actively enhancing companies and leading them to glory, or bad bookers taking a promotion down.

    Mar 30: Assistant Booking By Division

    By request, the assistant booker can now take divisions into account.

    Mar 30: Worker Profile Quick Jump
    Mar 30: Company Profile Quick Jump

    Both worker and company profiles now include a quick jump feature that allows you to 'jump' to see someone else's profile without having to close the window and find that person \ company in a list.

    Mar 30: Employment Quick Tab

    A fifth quick tab, Employment, has been added to all worker screens. It shows the worker's estimated value, whether they will negotiate with the user, and any relationships that exist with members of the user's existing roster. This is far more user friendly and takes a lot of guesswork and clicking away

    Mar 30: Mask Log Enhancements

    The existing mask history log has now been enhanced to include both unmaskings and head shavings and also notes who, if anybody, the mask or hair was lost to.

    Mar 30: Victor Displays Mask Log

    In previous games the log of mask changes was only referenced in the loser's profile; this has been altered so that the winner also shows them.

    Mar 30: Preset Mask Log

    Mod makers can now preset mask and hair histories to be displayed in a worker's title history section.

    David schrieb:

    Habe nicht alles gelesen. Steht irgendwo auch was von verbessertem Auto-Booking? Was mich immer von TEW 2013 irgendwann ferngehalten hat war das zeitfressende Booking von Weeklys - da würde ich mir mehr Autopilot wünschen.
    Heute ist wohl etwas für dich dabei
    Some people want it to happen,
    some wish it would happen,
    others make it happen.
    - Michael Jordan
Источник: []
Total Extreme Wrestling 2016 Keygen Archives

Extreme Warfare

Extreme Warfare is a series of professional wrestling management text simulators created by British programmer Adam Ryland for the PC since 1995. The latest in the series is Total Extreme Wrestling 2020, which was released on May 15, 2020. Extreme Warfare Revenge 4.0 was released in 2002 on computer text simulator.

Games in the series[edit]

Classic Extreme Warfare[edit]

Adam Ryland originally developed Extreme Warfare as a collectible card game with a wrestling theme. Due to complexity and set up time it was decided a computer format would be more suitable. The first Extreme Warfare on the PC (now called Extreme Warfare 1) was programmed in 1995 in QBasic. This game was a simple simulator, where one could decide what matches were to take place and who was going to win them but also involved some simple financial elements, such as the wages of wrestlers. Due to limitations in QBasic, Ryland moved the series over to Turbo Pascal where further incarnations of the game were created, including: Extreme Warfare 2, Extreme Warfare 2000, Extreme Warfare 2001, Extreme Warfare 2002, Extreme Warfare 5000, Extreme Warfare 6000, Extreme Warfare 7500, and Extreme Warfare 9000.

Each version of the game was an upgrade of the previous and continually built on the ideas of booking matches and running the business side of a professional wrestling promotion. After release of EW 9000, a game called Promotion Wars was released by fellow British programmer Adam Jennings, taking some inspiration from both Extreme Warfare 9000 and Championship Manager. After the game's release, some of Extreme Warfare's fan base shifted their interest over to this game when released in October 2000.

Extreme Warfare Deluxe[edit]

On April 1, 2001, Extreme Warfare Deluxe (EWD) was released. It was the first game in a while to be built by scratch instead of an upgrade of the previous games.

EWD expanded on the previous games in terms of the actual game world. The game world was expanded in that everyone in the database can now be hired by any promotion, unlike previous games in which WWF superstars can only be hired by the WWF, with the same applying for WCW and ECW. This helped to bring more competition between promotions, which now had their own artificial intelligence. Also included in EWD was the match report screen which featured stats about the match quality, crowd reaction and worker effort of the match along with an overall rating. This setup would end up being the basis of all match report screens in later games in the series up to and including TEW 2004.

Initially, Ryland stated that Deluxe was going to be the final game of the series but shortly afterwards, he changed his mind and began work on a new Extreme Warfare game. With the limitations of Turbo Pascal now pushing the game to the limit, Ryland decided in October 2001 to start work on a brand new game in the EW series.

Extreme Warfare Revenge[edit]

Extreme Warfare Revenge (EWR) was released on June 15, 2002. Now programmed in Visual Basic, the series now took a Windows style interface. One of the most significant changes this game took to the series was the fact that everything on a wrestling event is under the control of the user. In previous games in the series, angles, finishes and (in EWD) interviews were randomly created. This also coincided with the new feud system that was to count the matches, angles and interview victories between the workers involved. The match reports also took a slight change, featuring reviews of the matches from such Internet columnists as Scott Keith instead of a straight play-by-play style. However, the report style would revert to its old style in TEW 2004.

Another major feature that changed the way the game was played was the way the game world was represented. Unlike the previous games in which it was mostly focused on the major promotions such as the WWF, WCW, and ECW the promotion size feature meant many promotions in North America could now be included from the global sized promotions like WWE to the cult sized promotions like ROH to a mere backyard federation.

From June 2002 to July 2003, the game has had some significant upgrades and new versions of the game were released. Some of these changes included changes to the TV timeslot system where the more further away from a prime time slot a televised event is shown, the fewer segments the user gets to book with. The Internet feature was also increased to include a website based on the independent promotions, a website based on backstage gossip and a website for your promotion. Relationships between workers were added to help bring in backstage politics where people are more willing put over their friends and less with their enemies. Eventually workers could also be in multiple tag teams with a statistic for experience which increases with each match fought together. Gimmicks were then added for wrestlers to use which would affect the overness of a worker over how strong that gimmick was. More changes were made to adapt to the independent promotions. This included multiple open contracts for workers, enabling them to work in up to three promotions and the ability of workers to go on Japanese tours, affecting the booking of cards. The optional ability of viewing a wrestler's picture was also added later in the game's production.

Due to the size of the game, Ryland felt that in order to include new features and upgrades a completely new game would have to be programmed from scratch. With this task taking quite a lot of his time, Ryland decided to turn his hobby into a commercial venture, signing a contract with simulator game company .400 Software Studios to produce a new commercial game.

Total Extreme Warfare 2004[edit]

Total Extreme Warfare 2004 (TEW 2004) was released on March 31, 2004 under .400 Software Studios. The game was distributed by downloading on the Internet after purchase, (using ELicense). A full working trial was also available for download which originally would expire after a single day but was replaced by a trial that makes the user able to play one game month unlimited times.

Along with a new professional layout, the game had more features. While the previous games only focused on the wrestling scene of North America (Japan was featured in later versions of EWR but not playable), TEW 2004 expanded the world to include such areas as Japan, Mexico, the United Kingdom and Australia. With this, each worker's overness was now expanded from EWR's single value to a series of values depending on areas in the world. The AI was changed in that now the user could now see what matches other promotions have booked, other promotions' financial details and what deals they have made. More contract clauses such as medical coverage and travel expenditure being included, contracts deal decisions were now made over time rather than immediate. Inspired by some fans playing against each other using WWE brands by sending files to each other through the Internet, a multi-player feature was added to make users play against each other with different promotions. Booking was also improved in that not only could the user edit the card more easily, the booking was now time-based, meaning such anomalies as booking 11-hour-long Iron Man matches on a two-hour shows would no longer be possible. The game was also more customisable than before with new editing modes as Create-A-Match and Create-A-Gimmick.

Due to the problem of copyright issues by going commercial, the series turned from using stats of the real wrestling world to a fictitious wrestling world called the CornellVerse. This world is named after the character of Tommy Cornell, one of the most influential people and best wrestlers in the CornellVerse, based on a character Ryland had created a few years earlier while participating in e-federations.

On June 14, 2004, the game was renamed Total Extreme Wrestling 2004 to help distinguish the new TEW series from the earlier EWR series.

Due to undisclosed reasons, Ryland moved from .400 Software Studios to another simulator game company, Grey Dog Software. His first game created there however was not another Extreme Warfare game, instead the first Wrestling Spirit game.

Due to .400 Software Studio's closure on January 1, 2006, the game was taken off the market permanently. There are currently no plans to make this game freeware or shareware.

Total Extreme Wrestling 2005[edit]

The sequel to TEW 2004, Total Extreme Wrestling 2005 (TEW 2005) was released on October 6, 2005 under Grey Dog Software.[1] A demo was also released in advance on September 29, 2005, allowing the user to play one game month just like previous demos. TEW 2005 included some more new features. Advance booking was one example which helped to promote upcoming big events. Televised shows also improved, bringing both competition to the shows with non-wrestling shows along with multiple television deals around the world for one show. The pay-per-view feature was now very similar to television in that there's now a list of pay-per-view providers which the user must make a deal with to get their pay-per-view provided. A momentum meter was also added to the wrestlers to bring in more realism in that if they give great matches, cut good interviews and participate in angles, it will increase and thus gain more overness. This helped to prevent the user from booking the same over people all the time and expect good ratings. The booking also improved in that the match purpose feature from EWR has returned and enhanced. The user must now talk to road agents about how the match has to be set up, including ways of putting people over, burying a worker and the way an actual match needs to be performed. TEW 2005 also made more features customizable with its new editable statistics for angles, storylines, locations and injuries. Its angle editor consisted of many different types such as interviews to beatdowns to celebrations and uses up to six people to participate in various roles. The storyline editor takes these angles and places them in an order the booker will need to comply to. The storyline editor was created by Phil Parent, using Georges Polti's book The Thirty-Six Dramatic Situations as an inspiration. Also included was the "grades" feature. Instead of having an exact view of the stats each wrestler has along with changes, a more realistic grade feature was instead added to make the user rely on instinct for crucial decisions.

TEW 05 became freeware on July 1, 2009.

Total Extreme Wrestling 2007[edit]

Total Extreme Wrestling 2007 (TEW 2007) was officially released on December 29, 2006,[2] with a number of new features. Whereas both TEW2004 and TEW2005 were written from scratch, TEW 2007 was being built on top of TEW 2005's source code. There were many new features, such as the ability to customise merchandise and a large amount of new contract types (short-term, etc.).

Total Extreme Wrestling 2008[edit]

A new installment of the series, Total Extreme Wrestling 2008 (TEW 2008), was announced on the Grey Dog Software website on January 1, 2008.[3] The game is largely based on TEW 2007, but Ryland made more than 100 changes and additions. The game allows players to import and convert their TEW 2007 databases. The game was released on June 7, 2008. The demo for the game was released on June 1, 2008.

Total Extreme Wrestling 2010[edit]

In late 2009, it was announced that Total Extreme Wrestling 2010 (TEW 2010) would be released in early 2010.[4] Some of the new features announced included a revamp of backstage morale, and several changes to improve the interface and to reduce the amount of time it takes to navigate through the game and to book a show.

On January 20, 2010, Adam Ryland released the demo to Total Extreme Wrestling 2010. The official release happened on January 25, 2010.

Total Extreme Wrestling 2013[edit]

At the end of July, it was announced that Total Extreme Wrestling 2013 (TEW 2013) would be released in December 2012.[5] Some of the new features announced included an Autobooker, Fog Of War, Tribute Shows, Shoot Interviews, Legacies, and several other changes to help either make the game more realistic, and opened up more options in the database

Total Extreme Wrestling 2013 was released on December 16, 2012, with the demo version available on December 9.

Total Extreme Wrestling 2016[edit]

On January 8, 2016, it was announced that Total Extreme Wrestling 2016 (TEW 2016) was in development.[6] The developer's journal announced that the game would feature elements that would add more realism and would also include things such as backstage cliques.[7] On April 1, 2016, the last day of developer's journal updates, TEW 2016 was announced to have a demo release date of April 25, with a full release on May 2. While in previous versions of the demo, the player could only play through January of the game's titular year, it was announced that TEW 2016's demo would allow players to play through both January and February of any year.[8]

Total Extreme Wrestling 2020[edit]

On December 8, 2018, it was announced that Total Extreme Wrestling 2020 (TEW 2020) is in development with an estimate release of April 2020.[9] The announcement stated that Ryland had completely rewritten the code before reinserting older features to make the game "effectively a much sharper, quicker, more intuitive, better quality piece of work" and promised that TEW 2020 would be "the biggest jump forward in terms of quality the series has ever seen".

The developer's journal, beginning on the day of the announcement, was split into multiple phases, the first phase being announcements of new and returning features which had already been added beginning December 10, 2018 and ending July 12, 2019, while the second phase, which began July 29, 2019 and is currently ongoing, is a "live" journal discussing features currently being worked on and the current level of completion of the default game world, "The Cornellverse".[10] Some of the highly-requested features added include playing as a company's developmental territory[11] and giving the player more control over house shows.[12]

Another feature introduced was that of attributes, replacing the old "personality" and "lifestyle" systems.[13] In an interview with My Games Lounge, Ryland said that "it was nice to do a spring clean of the code" as re-writing the code is what allowed him to add so many new features.[14]

On March 28, 2020 the release date of TEW 2020 was announced as April 23 for the trial version, and April 30 for the full retail version.[15] On April 25, the game's release date was pushed back to May 14. [16]


Further reading[edit]

External links[edit]

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