Fight Night
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
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