History of Promotion Wars

 


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Wrestling Federation Manager (December 1999)

This is where the road to Promotion Wars first began. Way back in December 1999, when my only experience of a wrestling sim was Wrestling 2000 (see Download.com). I debated making a game like Championship Manager, only where you control WWF or WCW instead of football clubs. I decided against it in the end, thinking that people would not be interested in merely taking over the duties at an already established promotion. I couldn't have been more wrong. Anyway, I chose instead to base the game on starting up your own promotion, and running it against the big two. You chose the name of the promotion, and even designed the logo (by simply choosing a font and a colour). You started with a roster full of indy guys who I took from magazines, none of whom I had seen wrestling. One of them happened to be a certain Elix Skipper, who I got totally wrong when creating a description for. The wrestlers all had their Draw and Entertainment values, just as in PW, and the rosters worked as in PW - clicking on their name brought up their profile. You created primary and secondary singles titles, and a tag team title. You chose a venue from which to permanently have your shows (like how ECW had the ECW Arena), and chose either singles or tag team matches. Only the main event could be given a stipulation, and as there was no commentary, there were several gimmicks to choose from, each having a varying degree on your attendence. Once the matches were chosen, you were taken to a screen showing a poster of your show, advertising your main event match. Then you were simply taken to the results screen, where you were told who beat who, and titles changed hands. You could also sign talent from WWF, WCW, ECW or Other, as in PW. Because of the small bank balance you begin with, it is very difficult to afford anyone to start with. There was also a training camp, as in PW, where you could choose how much money was put into it, and that reflected the talent you got out of it. Once your promotion got popular enough, you were given a TV deal, and got to see your ratings compared to the WWF and WCW. Ratings were shown only as a percentage, however. Another nice feature in WFM was buying a ring - you had a selection of different qualities, at varying prices. You could also see what it looked like, complete with your designed logo on the side, and you could choose the colour of the apron.

I made this game during my early days of programming, and learned the harsh lesson a lot of people end up discovering. I thought I knew enough to make a game of that scale, but later discovered there are a lot easier ways to do things than how I was doing them. I ended up using 50 forms for the Visual Basic project (PW uses less than half that). The game had serious memory issues, and thus was never really completed as such, although it is 99% done.

Wrestling Federation Manager 2 (January 2000)

After learning a lesson while making WFM, I set out to avoid all the mistakes I had made, and remake the game as a sequel. I didn't get very far into this before I found Extreme Warfare 9000. This got me thinking about how I could adapt WFM to have the WWF and WCW instead of creating a new promotion. Work on WFM2 was scrapped, and I began work on a game called Promotion Wars...

Promotion Wars 1.0 (October 7th 2000)

Started in January 2000, Promotion Wars was uploaded to the internet on October 7th 2000, and announced on the Extreme Warfare discussion board. It caused a wave of interest on the EW Board, who believed they had seen the last of EW, and had been given nothing but empty promises by other programmers. Promotion Wars 1.0 was never destined for the internet, and it wasn't until about 70% into the game that I started considering the possibility. Then came the problem of getting it onto the internet, which was solved after several different attempts.

PW 1.0 looked different to all the other PW's. It had a white background, and looked pretty ugly. The font which I had used was not on a lot of people's computers, so their computer was replacing it with a bigger one, thus hiding some of the text and increasing the ugliness. But the features were a big step up from WFM. The matches now had commentary, using a mix of Championship Manager and Extreme Warfare influences. There were now a selection of venues to choose from, which was an idea taken from EW. TV ratings were now the actual numbers instead of a percentage. In general, the game was written specifically around WWF and WCW. The signing of wrestlers, and the training camp, were carried across and modified slightly from WFM. Commentaters were dropped from PW1.0 after repeated 'Out of Memory' messages.

Promotion Wars 1.1 (October 14th 2000)

After a week on the net, the first refinement to Promotion Wars was uploaded. The major change here was the look of the game. The whole thing was redesigned. The white background replaced by a dark blue background (an idea I had when reading about LMA Manager in a magazine), and the font which nobody had was replaced by Verdana. Also added was the ability to see your champions highlighted in gold on the roster.

Promotion Wars 1.2 (October 21st 2000)

A week after 1.1 came another refinement. PW 1.2 allowed the player to rebook a match if they made a mistake, and had the sortable rosters feature added. Some of the bugs were also fixed for this version.

Promotion Wars 1.2a (October 25th 2000)

It was a mere 4 days before another new version arrived. This merely mixed a mistake or 2.

Promotion Wars 1.2b (January 1st 2001)

It wasn't until the new year rolled in that another new version of PW arrived. This version was meant as a final polishing of PW1.2 before the big 1.3 arrived.

Promotion Wars 1.2c (June 2nd 2001)

In June, 1.2b was polished a little bit more. More bugs were fixed, the general difficulty of the game was improved, and a much requested back button on the roster was added.

Promotion Wars 1.2d (July 30th 2001)

For the first time in Promotion Wars' history, almost all information within the game could be changed by the player. 1.2d also makes the player buy out the contract of a wrestler if he wants to release him against the wrestler's will. The game starts by default with the starting promotions being the WWF and the WCW/ECW Alliance.

Promotion Wars 1.2e (December 31st 2001)

1.2e dropped the save slots and gave the player unlimited saves. It also introduced Challenges, where the player had to complete certain targets by a certain time, or the game ends. The expected draw value for world champions, the expected ratings for the main show and PPV, the expected bank balance and the minimum draw value for a top liner could all be edited. Weekly rating was affected a lot more if the player is in debt, and shows cost a lot more money to put on. The bug where the weekly rating could show as more than 100% was fixed. Hell in a Cell and Triple Cage can now be used for any promotion. The files were now no longer kept in folders, which allowed me to just use Winzip, and not a setup program. This brought the download to less than 1 MB, when it had been over 3MB.

Promotion Wars 1.2e Small Update (January 6th 2002)

The money problem was fixed, and a choice of the classic blue background or the new black background was added.

Promotion Wars 1.3 - Beta Test Demo (August 16th 2004)

The first new Promotion Wars release for 2 and a half years, version 1.3 was the 1.2e code re-written. The several changes included the possibility of up to 11 playable promotions including the option of starting a brand new indy promotion, editable match endings, interviews and venues, more shows, more titles, customisable match stipulations, new wrestler stats and more.

Promotion Wars 1.3 (October 7th 2004)

After the public testing, version 1.3 was officially released as a complete game on the 4th anniversary of the first ever Promotion Wars release.

 


> Home <
> Download Promotion Wars 1.3 <
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Other Promotion Wars Downloads <
>
Frequently Asked Questions <
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A Guide to Promotion Wars <
 

Promotion Wars © Adam Jennings 2014

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