Starting my first Official Project

Over the past three months, I’ve been exploring how to modify ROMs for the AKI wrestling games. Much of that time was spent understanding how textures function, organizing data addresses, and compiling references for early-stage hacking.

My initial project was tentatively titled Hostile Takeover (or Souled Out, depending on where it was mentioned). The concept was straightforward: focus on the nWo’s rise from 1996 to 1998. However, as I learned more about the most efficient methods for building a WCW/nWo Revenge ROM hack, I found myself restarting repeatedly. The project began to feel monotonous, more of a technical exercise than a creative one. Each new attire or texture variant felt like a minor addition to something without a strong creative identity.

Eventually, another creator began developing a similar concept. While I preferred my own interpretation, the overlap reduced my motivation to continue. The ROM hacking community can sometimes be challenging to navigate; players often hold strong opinions and a sense of entitlement toward projects still in progress.

My first attempt to engage with Revenge dates back to 2014. At that time, my planned project was titled Clash of the Champions and centered on the best of WCW from 1990 to 1993, the period that first drew me into professional wrestling. Every Saturday at 6:05 p.m., I would be on the living room floor with my Galoob figures, watching the shows religiously. When events came through the Asheville–Greensboro–Norfolk circuit, I was fortunate enough to see them in person. Around the same period, I spent countless hours playing World Championship Wrestling for the NES, one of the earliest wrestling games I truly immersed myself in.

World Championship Wrestling will be my first official project under the Man Breeze banner. It is a creative remake of the classic NES title rebuilt within the WCW/nWo Revenge engine. I want this project to feel exciting again, something that captures both nostalgia and genuine enthusiasm. The moment it stops being creatively fun, the motivation disappears, and I start looking for another hobby. My goal is to make something that reminds me why I fell in love with wrestling games in the first place.

Here is an in-game mockup of the start screen, reminiscent of the NES classic.

I also started tinkering with some character designs tonight. If you are a classic WCW fan, this character might look familiar.

This project is a labor of both nostalgia and curiosity, blending the games I loved as a kid with the skills I’ve developed over the years. I hope to create something that not only honors early 1990s WCW but also inspires others who share the same passion for these classic wrestling games. The journey is just beginning, and I’m excited to see where it leads.

Back on Track

When I first started experimenting with VPW Studio in June, I dove straight in. No plan, no roadmap, just pure curiosity. Everything felt like an unplanned texture mod, improvised as I went. WCW/nWo Revenge is less sequential than other AKI games, which made it easy to get lost in the process. Eventually, I hit a point where things became scattered and unfocused. That led to a few hard resets before I finally started to understand how I needed to work.

I also experimented with different ways to share progress such as Discord, Reddit, and Substack, but each one brought its own distractions. In the end, I found this simple WordPress blog to be the most natural and stress-free way to document the project. Writing here feels closer to keeping a lab notebook than posting on social media: quieter, slower, and more sustainable. I’m not quite ready to advertise yet; for now, this space is more about focus and reflection than visibility.

I also wanted to take time to really study the art of these games. When I rushed, I was more likely to fall into copy-and-paste habits instead of building textures pixel-by-pixel. Taking things slower revealed how deliberate the original artists were—each detail hand-placed, every color balanced for the N64’s limited palette. This is an example of an updated Raven “The Sandman” T-shirt, redrawn with that same attention to detail.

This week, I’ve been refining my workflow and testing new ideas. One of the more interesting experiments was coding entrance attires in Revenge—a small but meaningful step. The current test uses a Chris Jericho / “Monday Night Jericho” shirt as a proof of concept. It’s a small detail, but it represents progress in the right direction.

After months of trial and error, things finally feel like they’re aligning again. Structured experimentation. Sustainable pace. Back on track.

The Website is Live

I spent the weekend designing and building The Man Breeze, carefully crafting a minimal, content-focused space that highlights ROM hacks and tools without unnecessary clutter. The goal was to create a clean, navigable website that feels personal yet professional, a home for my projects and a hub for anyone interested in AKI-style wrestling game hacks.

The purpose of The Man Breeze is to celebrate the legacy of the legendary AKI wrestling games through fan-made ROM hacks. Every ROM hack shared here is a tribute to that timeless design, built with respect, admiration, and gratitude for the foundation they created.

Beyond showcasing projects, this site exists as a stress-free personal space for experimentation and play. There are no deadlines, no pressure, and no external expectations, just the joy of tinkering with rosters, arenas, graphics, and mechanics. It is a calm corner where I can explore ideas freely, share progress, and engage with the games in a relaxed, playful manner.

I aim to cultivate a dedicated audience that engages with and appreciates these projects, fostering a shared enthusiasm for the exploration, customization, and preservation of the AKI wrestling games. The interest and support of this community enhance the creative process and the ongoing development of these works.