No. 1819-0920 MATTEL ELECTRONICS Intellivision(TM) Intelligent Television CARTRIDGE INSTRUCTIONS (For 2 players) BOXING (FOR COLOR TV VIEWING ONLY. Colors you see on your set may vary slightly from colors described.) (C) Mattel, Inc. 1980. Hawthorne, CA 90250 PRINTED IN U.S.A. All Rights Reserved BOXING It's the Battle of the Century! Both players select and go with their contender for 15 gruelling rounds to a decision. Or one boxer wins by a knockout and this fight is "history"! The computer is the "referee". Body puches, feints, hard shots to the head! You can even "pull" your punches. Rounds, time remaining, seconds count for a knockdown and running point totals automatically displayed! Here's supercharged excitement - the ring strategy and action of Big Time Boxing! Will your fighter be Champion? HOW TO WIN Boxing is skill, not just throwing punches. If you want to win consistently, be ring wise. Read this booklet! OBJECT OF THE MATCH Outpoint your opponent's boxer in the ring and win the fight by decision in fifteen rounds. Or win by a knockout in any round! CHECK YOUR EQUIPMENT [Picture shows Intellivision unit and TV. Labeled are POWER CORD, TV SET, TWO HAND-HELD CONTROLLERS, INTELLIVISION MASTER COMPONENT, RESET BUTTON, OFF/ON SWITCH, CARTRIDGE SLOT and BOXING CARTRIDGE.] MAKE SURE: * MASTER COMPONENT is connected to TV set and power cord is plugged in. * ANTENNA SWITCH BOX is set at GAME. * TV SET is plugged in and properly adjusted. * BOXING CARTRIDGE is placed in slot, firmly engaged. * OFF/ON SWITCH is turned ON. PRESS RESET BUTTON: Title will appear on TV screen. [Fake screen shot of title screen.] ADD OVERLAYS Find two BOXING keypad overlays in the cartridge package with this booklet. Remove Hand-Held Controller from the console. Insert an overlay into each Hand Controller. Make sure overlays fit tight and are all the way in. The overlays will be your visual guides in the Boxing Match. [Drawing shows BOXING overlay being added to HAND-HELD CONTROLLER.] EXAMINE YOUR CONTROLS [Drawing shows controller with BOXING overlay installed. Buttons are labeled: 1: HIGH LEFT FEINT, 2: PULL PUNCH, 3: HIGH RIGHT FEINT, 4: HIGH LEFT PUNCH, 5: DUCK, 6: HIGH RIGHT PUNCH, 7: MIDDLE LEFT PUNCH, 8: DUCK, 9: MID RIGHT PUNCH, #:LOW LEFT PUNCH/CLEAR, 0: PULL PUNCH, *: LOW RIGHT PUNCH/ENTER, DIRECTION DISC, SIDE BUTTONS NOT USED] Press KEYPAD to throw punches, pull punches, feint, duck and set up combinations. Press DIRECTION DISC to move boxers - in & back, across the ring. IMPORTANT: Use ONE control at a time. Pressing two keys together, or a key and the Disc may cause the TV screen to go BLANK. Should that happen, press any key. Picture returns, fight continues. 4 FIGHTING SPEEDS TO CHOOSE FROM! INTELLIVISION(TM) Boxing matches can be fought at FOUR different speeds. Unless you select a slower speed, bout will be fought automatically at CHAMPIONSHIP SPEED, fastest speed of all. To select one of THREE Slower speeds, press 1, 2, or 3 on the Hand Controller overlay. 1. Main Event (Medium Fast) 2. Prelim Bout (Medium) 3. Training Camp (Slowest) [Drawing of top row on overlay, with arrows from above text.] FASTEST, Championship speed means everything goes faster! Punching, feints, combinations. At Championship speed, all your actions and counteractions will have to be very fast. SLOWEST, Training Camp speed is the way to begin. Slower speed allows you to experiment, polish your timing, learn about cominations and counter punching. THE BOXING MATCH IN A NUTSHELL! 1. EITHER player presses DIRECTION DISC on his Hand-Held Controller. Game TITLE will appear! [Drawing of title screen. Different from drawing on page 2!] 2. SELECT SPEED. For one of three SLOWER speeds, press 1, 2, or 3 on Hand Controller overlay. Press DISC a second time means bout will automatically be fought at Championship Speed - FASTEST speed of all! (See page 4.) [Drawing of screen, says 'CHOOSE MEN'] 3. BOTH players pick a DIFFERENT fighter. Fighters have different characteristics - power, endurance, etc. (See page 8) [Drawing of first two rows of overlay] FLIP COIN for who picks FIRST. EACH player presses KEYPAD NUMBER on controller. (1-6 on keypad.) And presses ENTER. When both players have selected and pressed ENTER, the TV screen will switch to the ring. [Drawing shows a controller with overlay being held in two hands.] 4. EITHER player presses Disc and the BOUT IS ON! Buzzer Sounds! Use hand-controller keypad to throw punches, duck, etc. (See page 3.) Use Disc to move fighters around ring - in and out. [Screen shot shows boxers in action] 5. At END of each round, Fighters break off, return automatically to their corners. BOTH players must press DISC to begin NEXT ROUND. Unless there is a KNOCKOUT, bout goes the distance, 15 ROUNDS. Fight will be decided by POINTS. Computer is the Referee. (Page 10.) KO the other fighter & "WINNER" sign flashes. "Crowd" cheers. Fight's OVER! [Screen shot shows screen with one boxer knocked out] Press console RESET button to start NEXT BOUT. (Repeat steps 1, 2, etc.) PICKING THE FIGHTERS You and your opponent both select from the same "stable" of SIX fighters. Each has different characteristics - speed, offensive power, endurance, etc. At the start of each bout, both players pick a DIFFERENT fighter for that bout. CHOOSE MEN Color Press Keypad No. Characteristics BLUE 1 STRONG DEFENSE RED 2 OFFENSIVE POWER TAN 3 EXCEPTIONAL ENDURANCE DARK GREEN 4 A BALANCED FIGHTER LIGHT GREEN 5 A BALANCED FIGHTER YELLOW 6 UNPREDICTABLE Players may NOT pick same fighter. To pick your fighter, press KEYPAD NUMBER (1-6) and press ENTER. Go with Fighter Number 1 and you're counting on DEFENSE. Fighter Number 2 will deliver the best OFFENSIVE power. Fighters 4 and 5 give you a BALANCE of offensive and defensive strengths. Fighter 3 offers you exceptional ENDURANCE. Fighter Number 6 is unpredictable. He could be a hero or a bum! Every bout, he will be given a random mix of characteristics. FLIP a coin to decide who picks first. If you win the toss and picked first, but don't like your opponent's choice, cross him up! Change your own choice of fighter, before he can press ENTER! [Screen shot shows boxers in action. Is identical to screen shot on page 7] Note! Both boxers' RIGHT gloves have a hole! [Circular close up shows hole in right glove.] COMPUTER IS THE REFEREE! "Counting for the knockdowns" is automatic. The Computer will decide when or if a fighter gets up off the canvas. Rounds & time remaining in the round are displayed at the bottom of your screen. ONE point is awarded for each punch that lands, knockdowns included. Points won in each round and running totals are displayed at the top of your screen for each fighter. (Fighters identified by color - blue for Fighter #1, etc.) [The same screen shot from pages 5 & 9 appears again. This time, they point out what the numbers mean. From left to right, top to bottom, the are labeled: POINTS THIS ROUND, FIGHTER, OPPONENT, POINTS THIS ROUND, RUNNING TOTALS, RUNNING TOTALS, COUNTDOWN CLOCK, TIME IN ROUND, ROUND] 15 ROUNDS TO A DECISION! WINNER BY A KNOCKOUT - ANY ROUND! INTELLIVISION(TM) Boxing is timed like a championship bout in the pros. Unless there is a KNOCKOUT, the fight will go the distance - 15 ROUNDS. Each round lasts ONE MINUTE AND THIRTY SECONDS. (All times are simulated.) 1:30 At the end of each round, TIME CLOCK will return to start: ONE MINUTE AND THIRTY SECONDS (simulated) for the next round. PUNCHES THAT LAND WIN POINTS! Computer will award ONE POINT for each PUNCH that HITS and opposing fighter. ANY PUNCH, ONE POINT - high to the head, low to the body, any punch. Computer keeps point totals for each round and running totals as the fight progresses. 09 10 063 064 No bonus points for knockdowns! AND...HE'S DOWN! [Screen shot shows knocked down fighter] Computer will decide if, or when a fighter will get up again...at the count of 3, 9, etc. (No mandatory counts.) Down fighter will not be flattened (as in a knockout). Knockdown clock starts, opponent moves back. After a knockdown, BUZZER sounds, fight resumes. WINNER BY A KNOCKOUT! "Crowd" roars! Arms up! "Winner" sign flashes. This fight is history! Loser can be knocked out all at once or counted out by the computer referee. ("8-9-10!" He's out!) [Screen shot shows knocked out fighter] DOUBLE KNOCKOUT! IT'S A DRAW! [Screen shot shows double knockout] It IS possible for both fighters to flatten each other. Possible and very rare! In this case, it's a DRAW! BE RING WISE!...KEEP HIM MOVING! Use the edge of your controller Disc to move your boxer to advantage. Get the feel of it with practice. The control is precise. Think of the Disc as a clock. E.g. pressing at about two o'clock will move your fighter to the right and slightly upward on your screen. [Drawing shows boxer moving right and up, and a thumb pressing a direction disc which is labeled with the hours of the clock.] KEEP AN EYE ON THE OTHER GUY! What are you up against? Endurance? Defense? Offensive Power? Scout the opposition. You'll know his strengths from the pick before the fight starts. (See page 8.) Watch how the computer keeps him dancing and his hands bobbing up and down, when non punches are being thrown. WHen his hands drop, now's the time to get in a solid punch to his head! KEEP HIM OFF THE ROPES! [Drawing shows boxer on the ropes] With INTELLIVISION(TM) Boxing, a fighter on the ropes is a fighter in trouble. Fight his way off! Force an opening, use the Disc to get him away. THE FINER POINTS OF PUNCHING Right hand is easy to spot, even in a flurry of punches! Right glove has the hole. With both fighters, the right hand is always the upper hand. The left is always the lowe hand, guarding the stomach. The right guards his head. Throwing a right means your fighter is vulnerable to high punches. (These are the knockout punches!) [Picture shows blocky representation of a boxer, showing right hand hole.] COMBINATION PUNCHES PAY OFF! [Picture shows two boxers] Bursts of punches, one after another are more likely to get through the defense. Set up an opening! Combination punching is also a good way to keep crowding in, force him on the ropes! Practice a little, before the bout. Press key 4 and throw a High Left. Follow up at once with a Right to the Mid Section. Press key 9. (If screen goes blank, it means you pressed keys at the same time.) Press any key again, picture returns, bout continues. [Drawing shows controller held in two hands, one hand pressing key 4] PULLING A PUNCH You can check any combination of punches by pressing either 2 or 0 before the second punch is thrown. Pulling your punch, (not completing the combination) is a good way to cross up your opponent. Or avoid a counter-punch you see coming off your intended 1-2 punch strategy. It calls for quickness - thinking and acting! [Drawing shows controller held in two hands, one hand pressing key 2] USE FEINT KEYS TO SET UP COUNTERPUNCH! [Picture shows two boxers, one is feinting] Keys number 1 and 3 are Feint keys. Feint right or left to fake out the other fighter. A timely feint, causing the opponent's punch to miss, is an excellent setup for a solid counter blow! YOUR KEYPAD IS FOR PUNCHING, FEINTS & DUCKING! REMEMBER: Use ONE key at a time. Pressing two keys or one key and the Disc together may cause the screen to go blank. To resume bout, press any key or the Disc again. [Picture shows controller with overlay] DON'T FORGET TO DUCK! Use the center keys (#5 or #8) on your keypad. Duck the other guy's punch and follow up at once with a counterpunch! [Picture shows 2 boxers, one ducking] [Screen shot shows knocked out boxer] GOING THE DISTANCE! Every time your boxer gets hit it hurts. Every punch a fighter takes drains energy, slows him down. No energy penalty for misses or practice punches...but blocking punches costs energy. Throwing punches, feinting or ducking costs a little more. If your fighter gets low on energy, he's vulnerable - more so in the later rounds. Both fighters are RIGHT handed. Boxer's RIGHT is strongest. (Right has the hole.) Upper punches (right or left) are the knockout punches. (Key #4 or #6.) Middle punches (Key #7 or #9) are faster but do less damage. [Same screen shot of two boxers] PACE YOUR FIGHTER! Recovery is possible, even after a lot of solid punches have landed. Even after several knockdowns! Both fighters get a healthy "rest" between rounds. At least some recovery is automatic. Still, if your boxer is very "tired" & slowing badly, it might be smart to back him off a little. Block some punches. Don't get forced onto the ropes! SIMULATED FIGHT SOUNDS "CROWD" NIOSE GROWS LOUDER WITH THE ACTION! SOUND of punches landing! BUZZER SOUNDS to begin and end each round after a knockdown. "CROWD" CHEERS for a KNOCKOUT! TIPS ON HOW TO WIN! * STRATEGY should be a mix of Offense and Defense, plus common sense. It takes skill to win, not merely throwing punches. * KNOW THE OPPOSITION! Think and then fight. Feel out the other fighter! Decide whether to go for the knockout or pile up points and win by Decision. (Computer is the referee.) Pace your fighter. * KNOW YOUR FIGHTER. Keep track of how much punishment he's taking. If it's too much use the Disc. Back him away. Try blocking more punches. Use strategy, think ahead. Use his strengths - Power, Defense, etc. * COUNTER-PUNCH! Develop your reactions. Watch for openings and exploit them. Get your boxer off the ropes and turn the tables! Build combinations of ducks or feints. * REMEMBER: When you move in close, Computer will automatically hold you in there throwing punches. This means you can work the keys to punch, feint or duck without worrying about the Direction Disc. (If either fighter uses the Disc, this is no longer true.) [Drawing shows a fighter, and a huge glove punching at him.] Don't forget to duck! MATTEL ELECTRONICS Intellivision(TM) Intelligent Television MATTEL ELECTRONICS(TM) Other electronic games available from Mattel Electronics. Look for them! ------------------------------------------------------------------ This file was downloaded from, the Classic Cartridge Web page at: http://www.steverd.com ------------------------------------------------------------------