Fire pro, from what I've seen on Youtube and heard about on various forums, is the best technical wrestling game ever created, with graphics that look like the original Nintendo Mario Brothers.
If someone could take the rules, the entire playability and engine from fire pro, and mix it with modern ultra hi definition graphics, you'd have the greatest wrestling game ever.
The problem with every wrestling game I ever played, with the exception of the THQ WCW vs. NWO and WWF No Mercy, has great graphics, but the playability is horrible.
Most modern games are in fact too focused on realistic graphics; no imagination or point.
Even modern fighting games (post Street Fighter 2) just plain suck. Games like Dead Or Alive have great graphics, but all the moves are so over the top complicated, based on complex combination moves, that even after owning the game for months, it basically still comes down to mashing buttons randomly or using one move that works over and over again. There is no real strategy, and defensive blocking in most cases is next to useless.
Many of the modern wrestling games I've played don't differentiate between striking and grabbing. You press any given button and it does nothing because you're not in the right circumstance to use whatever move that button was made for. So you end up finding the two action buttons that actually do something and find yourself walking around the ring mashing those buttons. You're character swings their arms for a strike if your opponent is far away, or grabs if they are close. So when you press the button you got a 50/50 shot of what's going to happen.
Again the only wrestling game I'll play is WWF No Mercy.
A Shimmer video game would never happen for several reasons:
1. Videogames are too expensive to make.
2. Shimmer would have to hold exclusive rights to characters to give the game rights to portray those characters.
3. There is nowhere near enough Shimmer fans to buy the game to even come close to recouping the amount of money it takes to make it.
The most that could be done is a wrestling video game that allows you to have an entire exclusive division made up of only custom characters, and for each individual that buys the game to create within the division the entire Shimmer roster, figure into each character their realistic attributes and accurate move-set. And then for a person who feels they've created a realistic interpretation of a Shimmer wrestler to post the attributes aesthetic and technical attributes somewhere.
Aside from that, there is always a D&D like roll playing game that uses math chance of attack and defense. Of course for this to be played online among Shimmer fans there'd have to be a medium of communication such as an instant messenger. There'd have to be an electronic dice; a numeral randomizer. Furthermore there'd have to be a way the two or more people playing to see that actual randomizers result.
Something I had done when I had a forum was to create well defined IRC-like chat room with an artificial intelligence bot, and I programmed it only to respond to these commands:
Bot, roll6
Bot, roll20
Bot, roll100
When typing that into the chat, the bot would give a random number of 0 to whatever the number was you typed. That way you could specify whether you wanted to roll a 6 sided die, or a 7 sided, 8 sided, all the way to a 100 sided.
And the bot would respond with "(name of user) rolls (random number)
Like "White_Wolf rolls 32"
In fact, if anyone here had a chat room with a bot, and they know how to upload language files to the bot, I can give you the actual AI file to turn your bot into a random dice roller.
The hard part to this type of game is that someone would have to set up character cards. For example, if I am using Del Rey, and someone else is using Lacey, and someone else using Allison Danger, these three women would have different strength, speed, submission skill, reversal skill, and hit points (health points). That alone would require a congregation of Shimmer experts to determine which character has what attribute. For example, Lacey does not have more strength than Amazing Kong, no matter how much Lacey might be your favorite.
So those building and founding this game would have to come to an agreement on the attributes of the Shimmer roster. And that's going to be hard, because you just know someone is going to say "Well, if Kong's health points are 100, Del Ray's health points are 80, and MsChif's health points are 75, I think Portia's health points should be calculated at 90"
Me and my Cousin 2 years ago did create a D&D like wrestling game. We rolled physical dice and kept track of all the stats on paper, and had a list of moves containing their classification, probability of successfully being pulled off, chance of being reversed, and chance of damage. Also pinning attempts had health point percentage. i.e. if someone's health points were at 80% their original stats, they had a 20 percent chance of being pinned. If they were 50% HP they had a 50% chance of being pinned, if they were at 25% health they had a 75% chance of being pinned, and since we're talking about 0-100%, a hundred sided die was rolled (20d x 5) so even at 1 health they had a 5 percent chance of kicking out.
The defending character was given the option to brace for the hit which meant they had a 50/50 chance of either cutting the damage in half or doubling the amount of damage they got.
Both our character had equal attributes and thus height, weight, speed, strength did not come into play because the math behind all of that was too complicated.
I imagine someone with computer knowledge could build a non-graphical non-audio RPG game with a dedicated interface that could do all of the complex math for the players, and thus all the calculators and math could be done by the computer. The interface might look something like this:
I created the above image using a series of notepad windows and Photoshop.
In the "choose your target" box you select the player you wanted to attack.
In the example you see name of person, how many health points they have, what position they're in (standing, laying, or perched on the rope or elevated level). Depending on what position they're in is what dictates which moves you can apply to them.
After clicking on one of your opponents the options for what moves you can do would appear in the "choose your move" box. In this example I display all of them I don't just show the laying, on top rope, or standing, moves available, I show all three types. It just dawned on me that there is also a state of running. This would be for a one-on-one match where whipping your opponent to the ropes was only half a round and the move you do to them completing the round. And moves where you have to be running; the running part would be part of the move so it would still be one round.
In the "choose your move" box you have:
1. The name of the move.
2. The classification of the move. which will be affected by modifier attributes.
3. The prerequisite: standing, running, laying, on top rope, in corner turnbuckles.
4. The chance: which is the number you have to roll to successfully pull off the move. Actually in the example I did it backward. For example the arm wrench requires a 90. This is 90%, and thus you have to roll a 10 or higher (also add modifiers into the total being rolled).
5. The Reversibility: This is the number your opponent would have to roll to reverse the move (assuming you actually rolled high enough to hit the move) and of course reversal modifiers come into play on that as well.
6. And last is the Damage that can be done, plus modifiers.
On submission holds you roll for your chance of applying the hold, if successful than you do X amount of damage per round, and the round keeps going until your opponent reverses. You have to keep rolling each round to ensure they don't break out of it. But typically that means rolling a 10 or better out of a 100. So long as you roll a successful "chance" you can maintain a hold on your opponent until they roll a reversal and it is then applied to you. So it's always your round to roll the die to keep it on, and them rolling the die to attempt a reversal. Selecting "pass" when you're the one with the submission applied would break the hold. When health points reach zero, it equals a submission.
When it comes to a move like the Bronco Buster, the damage is 5x5. This means it does 5 points of damage plus modifiers, with 5 rolls. So the maximum damage would be 25 plus modifiers from each of the 5 rolls. The minimum would be 5 points of damage plus all modifiers per 5 rolls.
On the Low Blow move, you'd have to roll a 10 or better, and then roll a 90 or better to not get caught. Realize that heels can have a cheat modifier allowing them to increase their chances of not getting caught and getting DQ'd. However, heels will have less attempts at using their finisher.
In the "your stats" box you will see your character, their health, a reminder of their recovery rate (how many health points they gain every x amount of rounds), how many attempts at hitting their finisher you have left, and your modifiers.
The modifiers are under offense and defense. Offense means how much chance you have of pulling the move off when rolling for chance, and up to how much damage you can add on your damage roll. A "+5 / +10" for "toss" means that because of your strength, you can add between 0-5 on your chance roll, and you can add 0-10 on your damage roll. A +10 does not mean an automatic add on to the damage, but just how much the modifier could be rolled up to. Modifiers are not rolled by the player but are automatically rolled and calculated by the computer.
Defense modifiers are how many points are taken away from your opponents roll. For example:
If Player A need to roll 50 to give you a hip toss, they have a +5 modifier, and they roll a 47 plus a 4 for modifier, they roll a total of 51. You have a modifier of -10 for tosses. This means if your modifier roll (which is done automatically) is higher than 1, you'll make their total roll to be less than what they needed to pull off the move.
The reversal modifier is based on how technically skilled and fast that person is.
So rather than assigning a character strength, dexterity, constitution, skill, toughness, and other vague words; it would all get directly translated into modifiers without the terminology. Though for the actual developers of the characters, it might be nice to use words like strength and speed, skill, and so on to establish a basis for the modifiers. But the players themselves need only see the modifiers (because those are the numbers that actually do something).
Of course such things as weight will come into play, but again as modifiers. Such as defensive lift. If someone were trying to lift Kong, I'd say Kong would have a -90 lift. This means if you went for a lifting move that began with needing to roll a 20 to hit, Kong has a modifier that is 90, this means you'd have to roll a 110 out of a 100 sided die. Of course the -90 modifier would be 0-90, and there is always your lift modifier. But the chances of lifting someone that big would be pretty week, and it would be foolish to attempt any lifting moves.
The action box tells you what is going on.
In the "choose your target box" you can right click an opponent to pull up all their stats, you choose the opponent you want to attack, this pulls up a list of moves you can do to them due to what position they are in and what position you are in. You select a move, then click the "attack" button and all the mathematics is done for you. The opponent you are attacking is alerted to what move you are doing and whether or not you rolled high enough to hit the move. If you did roll high enough, that person is then given the option to attempt a reversal. If they reverse than you suffer the damage, and your round is over; it's now their turn to attack, or whoever's round is next. If they go for a reversal and fail, they receive 150% of the damage you dealt to them post modifiers.
So there you have it.
I created the concept, the graphical interface concept, gave the examples… I'm done.
Now it is up to some computer geek to actually determine all the attributes of the Shimmer roster, all the moves and their hit chance, reversal probability, and damage potential, and the interface. I imagine Python could be used to create the interface.
What was used to create that game called "Dope Wars"? because that was a simple game that couldn't have contained more mathematics than this Shimmer game I am proposing. I think it was Python.
I say this, maybe we need to form a team. Get a few of us together to figure out the theoretical attributes of all the Shimmer wrestlers, and come to an agreement on a realistic interpretation and comparison. Then we need one guy to do all the math behind the moves and modifiers. And maybe another guy to apply those mathematics into the graphical interface. And maybe another guy to figure out how multiple people can have this program hooked to each other across the internet. Some kind of TCP/IRC thing. I have to confess to not knowing much about Tele Communication Protocols and Internet Relay Chat.
But I still claim my job here is done.