Fight Night -------------------------------------------------------------------------------- ATARI(r) 7800(tm) Game Manual FIGHT NIGHT(tm) by Accolade(tm) The Main Event! Strap on your boxing gloves, and step into the ring. Tonight you're going to test your prowess against the world's toughest fighters. To prepare for this event, you'll train in punching skills, footwork, timing, and sparring. Then you'll enter your fighters in championship matches and tournaments. As the tension mounts in the smoke-filled arena, you eye your contender warily. Be careful, and good luck. This could be your big night! Getting Started 1. With your Atari 7800 set up, insert the Fight Night cartridge into the console and plug a controller into the left port. For two players, plug another controller into the right port. 2. Turn on your television and press [Power] to turn on your Atari console. The Fight Night title screen appears. 3. Wait for the game to show the information and then selection screens, or press the fire button twice to show the selection screen and select your event. 4. Use the controller to select one of the four events, then press the fire button to start the action. 5. Press [Pause] to pause a game. Press it again to resume play. 6. Press [Reset] at any time to start a new game with the same event, or press [Select] to return to the selection screen. Fight Night Events Fight night is a multi-event sports simulations. You have your pick of any one of the four events listed on the selection screen: Main Event, Training, Sparring Match, and Tournament. In Main Event, you'll fight against a series of eleven contenders, each one more powerful than the last. In Training, you'll use the controller to train these powerhouses in punching, footwork, and timing. In Sparring Match, your fighters will practice what they've learned in training in a match against the computer. In Tournament, you and a friend can take up your best boxers to fight each other's stars in round robin order. This is a player vs. player event. In each event, the controller operates the same way. To select options or contenders, move the controller handle right or left, or up or down to highlight your choice. Then press the fire button to make a selection. If, while in an event, you want to return to the selection screen to choose another event press [Select]. To Exit, you can select the Exit option while choosing fighters. Pressing [Reset] will reset the selected event. Boxing Moves To box, you have eight different commands at your disposal. Command Controller Handle Fire Button 1. Throw a jab Up Down 2. Throw a body blow Down Down 3. Fake a jab Left Down 4. Fake a body blow Right Down 5. Put your guard up Up Up 6. Put your guard down Down Up 7. Move left Left Up 8. Move right Right Up Training Before your boxers fight, they'll want to train. With Training, you can practice using your controller to perfect your offensive and defensive boxing strategies. After selecting a boxer for training, you'll choose a training mode: Follow (the computer requests your moves) or Lead (you choose your own moves). You'll then pick a training speed, displayed on a speed bar. When you determine your boxer is ready, he can continue his training under Sparring Match by practicing his strategy against the computer. In the Ring In Main Event, Sparring Match, and Tournament, your boxer will compete against other contenders for a score. The top of the screen displays each boxer's name, picture, score, and KO (Knock Out) bar, as well as the round number and a clock. The object of the fight is to knock out or "KO" the contender by landing blows to his face and body, while avoiding similar blows. Each time a fighter lands a blow, his score goes up and his opponent's KO bar increases. There are three rounds to a match, each round lasts three minutes. Your points accumulate through each round. If neither is KO'd by the end of the match, the player with the highest number of points wins. Contenders Contender Rank Strengths Weaknesses Dip Stick 12 Light on his feet Light in the head Little Moe 11 Uses his head But not much Crazy Craven 10 Punch packs power Moves slowly Macho Man 9 Dishes out head blows Can't take them Kid Kastro 8 Throws lots of punches Punches lack pop Killer Diller 7 Can resist punches Weak punches Wing Ding 6 Fast on his feet Can't take body blows Hu Him 5 Cement head Backs away from body blows Bobby Socks 4 Takes a punch well Can't dish out punch British Bulldog 3 Heavy puncher Thick as a brick Mike Bison 2 Powerful head blows A little slower than the Champ Bronx Bomber Champ Everything None old Fidel himself> looking guy> Dip Stick Kid Kastro Macho Man Little Moe Killer Diller Crazy Cavern british pugilist> very large scary man> Hu Him British Bulldog Bronx Bomber Wing Ding Bobby Socks Mike Bison Scoring When you score points and how many points you score depends on the boxer you're facing. Each boxer has a different point value for each punch (jab, body blow, or superblow) and resistance value for each blow. Scoring Table Bronx Bomber Mike Bison British Bulldog Head Blow 8 7 4 Body Blow 8 8 8 Resist Head 7 8 6 Resist Body 7 7 6 Bobby Socks Hu Him Wing Ding Head Blow 4 7 5 Body Blow 6 4 4 Resist Head 7 7 7 Resist Body 6 4 4 Killer Diller Kid Kastro Macho Man Head Blow 3 3 5 Body Blow 5 6 4 Resist Head 3 3 4 Resist Body 7 6 5 Crazy Craven Little Moe Dip Stick Head Blow 5 3 2 Body Blow 4 4 5 Resist Head 4 3 2 Resist Body 4 4 4 Your boxer's guard position determines the degree of damage. If his guard is up when his contender lands a jab, or down when he lands a body blow, the amount of damage caused by a punch is zero. You can win extra points by stepping into a punch, fewer points for stepping out of a punch. Atari Corporation is unable to guarnatee the accuracy of printed material after the date of publication and disclaims liability for changes, errors, or omissions. Reproduction of this document or of any portion of its contents is not allowed with the specific written consent of Atari Corporation. Atari(r), the Atari logo, and 7800(tm) are trademarks or registered trademarks of Atari Corporation. Fight Night(tm) is a trademark of Sydney Development Corp. Copyright (c) 1985, 1986. Accolade, Inc., under license from Sydney Development Corp. 7800 Version by Imagineering, Inc. Copyright (c) 1988, Atari Corporation, Sunnyvale, CA 94086. ||| All rights reserved. / | \ ATARI(r) Printed in Hong Kong. B.T. 6. 1989 C300018-051 Rev. A -------------------------------------------------------------------------------- This document obtained from the History of Home Video Games Homepage, ©1997-1998 by Greg Chance