464 lines
17 KiB
Plaintext
464 lines
17 KiB
Plaintext
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((((((((((((((((((())))))))))))))))))))
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) (
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( RINGSIDE SEAT SOFT-DOX (APPLE VRS) )
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) (
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( WRITTEN BY )
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) (
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( THE PENGUIN )
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) (
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) (
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((((((((((((((((((())))))))))))))))))))
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STARTING A GAME
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---------------
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WHEN YOU BOOT THE RINGSIDE SEAT DISK YOU WILL BE GIVEN THE FOLLOWING
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OPTIONS:
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(P) PLAY A GAME (E) ENTER/REVISE/LIST FIGHTER DATA (I) INITIALIZE A
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DISK FOR SAVING FIGHTERS
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SELECTING OPTION P WILL FIRST PROMPT YOU FOR THE MODE OF PLAY. YOU MAY
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HAVE THE COMPUTER MANAGE EITHER, NEITHER OR BOTH BOXERS. APPLE OWNER
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MAY CHOOSE EITHER THE KEYBOARD OR PADDLE INPUTS. IF YOU HAVE SELECTED
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ANY OTHER ITEM THAN DEMO MODE THE COMPUTER WILL NEXT ASK YOU TO ENTER
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THE NAME-DIVISION OF THE TWO CONTESTANTS (THE NAME AND DIVISION FOR
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EACH FIGHTER CAN BE FOUND BY USING OPTION E). THE DIVISION IS A
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TWO-LETTER CODE REPRESENTING THE WEIGHT CLASS OF THE FIGHTER. BE SURE
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TO SEPARATE THE NAME AND DIVISION OF EACH FIGHTER WITH A DASH (-).
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AS AN EXAMPLE YOU MIGHT ENTER LOUIS-HW. AFTER YOU HAVE SELECTED THE
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TWO FIGHTERS YOU WILL BE ASKED TO ENTER THE NUMBER OF ROUNDS YOU WISH
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FOR THE CURRENT FIGHT. ENTER A NUMBER BETWEEN 3 AND 15 INCLUSIVE.
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SHOULD EITHER FIGHTER HAVE THE ABILITY TO FIGHT AS EITHER A BOXER OR
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SLUGGER, YOU WILL BE PROMPTED FOR THE STYLE YOU WISH THE FIGHTER TO
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USE DURING THIS FIGHT (ONCE A STYLE IS SELECTED IT CANNOT BE ALTERED
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DURING THE FIGHT). YOU WILL THEN BE ASKED IF YOU PREFER TO HAVE THE
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CUMULATIVE JUDGES' SCORES DISPLAYED WHILE THE FIGHT IS IN PROGRESS
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(EITHER WAY THE JUDGES' ROUND BY ROUND SCORES WILL BE GIVEN UPON THE
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CONCLUSION OF THE FIGHT).
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PLAYING THE GAME
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----------------
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IN THE GAME, BOTH MANAGERS SELECT THEIR FIGHTER'S STRATEGY EACH
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ROUND. ONCE A STRATEGY FOR A ROUND IS SELECTED, THAT STRATEGY IS
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EMPLOYED FOR THE ENTIRE ROUND WITH ONE EXCEPTION:
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A FIGHTER MAY OPT TO COVER UP DURING A ROUND IN ORDER TO AVOID BEING
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KNOCKED OUT (FOLLOWING A DEVASTATING PUNCH OR A KNOCKDOWN, THE FIGHTER
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BEING HIT MAY NOT COVER UP UNTIL THE AGGRESSOR'S "FOLLOWING UP"
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SEQUENCE IS COMPLETED). IF YOU WISH TO COVER UP, AND PADDLE CONTROL
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HAS BEEN REQUESTED (APPLE ONLY), PUSH THE BUTTON UNTIL THE COVER UP
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STRATEGY IS DISPLAYED. IF THE KEYBOARD IS BEING USED, PRESSING THE "Z"
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FOR FIGHTER #1 OR THE "/" FOR FIGHTER #2 WILL CAUSE THE FIGHTER TO
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COVER UP.
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ONCE BOTH MANAGERS HAVE SELECTED THE STRATEGY FOR THEIR FIGHTER, THE
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ROUND BELL WILL RING AND THE TWO FIGHTERS WILL APPROACH RING CENTER.
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THE DISPLAY
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-----------
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DISPLAYED ON THE SCREEN WHILE THE FIGHT IS IN PROGRESS ARE THE
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FIGHTERS' NAMES, THE ROUND CLOCK, THE STRATEGY OF EACH FIGHTER, THE
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ROUND NUMBER, THE CUMULATIVE JUDGES' SCORES IF SELECTED, THE
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PERCENTAGE OF STAMINA REMAINING, AND A REPRESENTATION OF THE BOXING
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RING. THE TOP OF THE SCREEN IS USED TO ANNOUNCE THE BEGINNING OF EACH
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ROUND, AND ALSO TO DESCRIBE ANY RING MOVEMENT OF THE FIGHTERS. THE
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BOTTOM HALF IS USED FOR COLOR COMMENTARY AND A DESCRIPTION OF THE
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BLOW-BY-BLOW ACTION TAKING PLACE IN THE RING.
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THE SCORING SECTION, BASED ON THE "10 POINT MUST" SCORING SYSTEM,
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SHOWS THE CUMULATIVE ROUND-BY-ROUND SCORES BY JUDGE 1 (J1), JUDGE 2
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(J2), AND JUDGE 3 (J3). THE CUT, INJURY AND CONDITION SECTION SHOWS
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ANY CUTS, INJURIES OR OTHER CONDITIONS SUSTAINED BY THE FIGHTERS
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DURING THE FIGHT. THE BOXING RING DISPLAY PROVIDES A VISUAL INDICATION
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OF THE POSITION OF THE FIGHTERS THROUGHOUT THE FIGHT.
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DISPLAYED ABOVE EACH FIGHTER'S NAME BEFORE THE BOUT BEGINS ARE TWO
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NUMBERS (e.g. 2/1). THE FIRST NUMBER INDICATES HIS ABILITY VS A BOXER
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AND THE SECOND NUMBER INDICATES HIS ABILITY VS A SLUGGER.
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THE STRATEGY SELECTION INPUTS FOR EACH FIGHTER WILL APPEAR AT THE
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BOTTOM OF THE SCREEN AT THE BEGINNING OF EACH ROUND. IMMEDIATELY
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FOLLOWING EACH STRATEGY IS A NUMBER REPRESENTING HOW WELL A FIGHTER
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EMPLOYS THE PARTICULAR STRATEGY (THIS NUMBER MAY BE REDUCED AS STAMINA
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IS USED UP, AND A FIGHTER BEGINS TO TIRE). SELECTING A STRATEGY BY
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PADDLE IS DONE BY TURNING THE PADDLE KNOB UNTIL THE DESIRED STRATEGY
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IS DISPLAYED. PUSHING THE PADDLE BUTTON LOCKS IN THE CHOICE, AND THAT
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IS THE STRATEGY USED DURING THAT ROUND. SELECTING A STRATEGY BY
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KEYBOARD IS DONE BY TYPING THE NUMBER ASSOCIATED WITH THE DESIRED
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STRATEGY:
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1 - FLAT FOOTED
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2 - COVER UP
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3 - CHARGE IN
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4 - STICK & MOVE
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5 - STAY AWAY
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6 - GO FOR KO
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7 - PROTECT CUTS
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PRESSING THE [RETURN] KEY WILL LOCK IN THE CHOICE AS THE DESIRED
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STRATEGY FOR THE UPCOMING ROUND.
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STRATEGY ACTIONS
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----------------
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THE FOLLOWING IS A DESCRIPTION OF EACH OF THE SEVEN STRATEGIES
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AVAILABLE TO EACH FIGHTER EACH ROUND.
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1 - FIGHT FLAT FOOTED
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FIGHT FLAT FOOTED ALLOWS A FIGHTER TO REST DURING A ROUND. HIS
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ABILITY TO CONTROL THE FIGHT, HIS AGGRESSIVENESS, AND HIS DEFENSE ALL
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SUFFER AND HE BECOMES A MUCH EASIER TARGET WHILE USING THIS STRATEGY.
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2 - COVER UP
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COVER UP IS USUALLY USED AFTER SUSTAINING CONSIDERABLE PUNISHMENT.
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THIS IS THE ONLY STRATEGY WHICH MAY BE CHANGED DURING THE ROUND (SEE
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PLAYING THE GAME). COVER UP CONSIDERABLY REDUCES THE FIGHTER'S ABILITY
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TO LAND A PUNCH AND TO CONTROL THE ACTION. IT CAN ALSO CAUSE THE
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OPPONENT'S PUNCHES TO BE PARTIALLY BLOCKED. USE THIS STRATEGY IF YOU
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FEAR A KNOCKOUT IS IMMINENT IN THE ROUND, OR IF YOU WANT THE OPPONENT
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TO PUNCH HIMSELF OUT.
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3 - CHARGE IN
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CHARGE IN IS USUALLY USED IN AN ATTEMPT TO INFLICT UNUSUAL
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PUNISHMENT, AND SCORE POINTS QUICKLY. THE DEFENSE OF A FIGHTER USING
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THIS STRATEGY IS REDUCED, AND THEREFORE MAY MAKE HIM EASIER TO HIT.
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ONCE CONTROL OF THE ROUND IS GAINED, HOWEVER, IT IS MORE EASILY
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MAINTAINED. USE THIS STRATEGY EARLY IN A FIGHT TO WEAR THE OPPONENT
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DOWN. IT IS ALSO SOMETIMES USED IN LATE ROUNDS IN ORDER TO CATCH UP
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AND WIN A CLOSE DECISION. A FIGHTER MAY NOT USE THIS STRATEGY IF HE
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HAS NO STAMINA REMAINING. THIS STRATEGY MAY NOT BE USED MORE THAN FOUR
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ROUNDS IN SUCCESSION. ONCE A DIFFERENT STRATEGY HAS BEEN USED FOR AN
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ENTIRE ROUND, YOU MAY AGAIN USE "CHARGE IN" FOUR MORE TIMES IN A ROW.
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NOTE THAT USING "COVER UP" WHILE A ROUND IS IN PROGRESS DOES NOT
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SATISFY THE CONDITION THAT ALLOWS THE USE OF "CHARGE IN" FOUR MORE
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TIMES.
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4 - STICK & MOVE
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STICK & MOVE IS USED WHEN TRYING TO MAINTAIN RING GENERALSHIP, WHILE
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AT THE SAME TIME AVOIDING THE OPPONENT'S POWER AND REDUCING HIS CHANCE
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TO SCORE. THIS ADDED DEFENSE IS ATTAINED AT THE EXPENSE OF PUNCHING
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POWER. USE THIS STRATEGY EARLY IN A FIGHT TO AVOID THE OPPONENT'S
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POWER WHILE HE IS WELL RESTED, OR AFTER A ROUND IN WHICH YOU SUFFERED
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MODERATE PUNISHMENT. THIS WILL ALLOW YOU TO RECOUP SOME STRENGTH WHILE
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NOT LOSING MUCH CONTROL. A FIGHTER MAY NOT USE THIS STRATEGY IF HE HAS
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NO STAMINA REMAINING. THIS STRATEGY MAY NOT BE USED MORE THAN FOUR
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TIMES IN SUCCESSION (REFER TO "CHARGE IN" FOR RESTRICTIONS REGARDING
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THIS RULE).
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5 - STAY AWAY
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STAY AWAY USUALLY IS USED WHEN ULTIMATE DEFENSE OR COUNTER-PUNCHING
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IS DESIRED. THIS STRATEGY CAUSES THE FIGHTER'S PUNCHES TO LAND WITH
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MUCH LESS STING, BUT IT ALSO REDUCES THE CHANCE OF BEING KNOCKED DOWN.
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USE THIS STRATEGY AFTER A PUNISHING ROUND NOT QUITE BAD ENOUGH TO
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DICTATE COVERING UP. ALSO USE THIS STRATEGY IN LATE ROUNDS WHEN YOU
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ARE WAY AHEAD IN POINTS.
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6 - GO FOR THE KNOCKOUT
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GOING FOR THE KNOCKOUT IS USED IN AN EFFORT TO GET THE FIGHT OVER
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EARLY, OR TO PUT AWAY THE OPPONENT AFTER A GOOD OFFENSIVE ROUND, OR
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LATE IN THE FIGHT WHEN NO HOPE IS LEFT FOR A DECISION. THIS STRATEGY,
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WHEN USED EARLY, GIVES THE FIGHTER A MUCH GREATER CHANCE TO SCORE.
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WHEN USED LATE IN A FIGHT, THE FIGHTER'S CHANCE FOR A KNOCKDOWN IS
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SOMEWHAT IMPROVED, WHILE AGAIN INCREASING THE OPPONENT'S CHANCE TO
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LAND A PUNCH, AND TO SCORE A KNOCKDOWN OF HIS OWN. USE THIS STRATEGY
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EARLY, IF THE FIGHTER HAS A GOOD KNOCKOUT PUNCH RATING, AND LATE TO
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TRY TO SALVAGE VICTORY FROM AN OTHERWISE SURE LOSS.
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7 - PROTECT CUTS
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PROTECT CUTS IS USED WHEN TRYING TO PROTECT CUTS WHICH COULD BE BAD
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ENOUGH TO STOP A FIGHT (YOU WILL HAVE TO USE YOUR JUDGEMENT ON WHEN
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YOU THINK THEY ARE VERY BAD). THIS STRATEGY CAN ALSO BE USED TO TRY
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AND PREVENT CUTS FROM GETTING ANY WORSE. THIS STRATEGY CAUSES HEAD
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BLOWS TO BE BLOCKED MORE EASILY, BUT AT THE SAME TIME OPENS UP THE
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FIGHTER FOR MORE SHOTS TO THE BODY. YOU WILL ALSO LOSE SOME ABILITY TO
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CONTROL THE ACTION IN THE ROUND.
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NOTES ON STRATEGIES
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-------------------
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REMEMBER THAT AS STAMINA DECREASES, SO DOES THE ABILITY TO UTILIZE
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STRATEGIES. SOME STRATEGIES ARE NOT USABLE IF A FIGHTER BECOMES TOO
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TIRED. IF THE FIGHTER CAN MANAGE TO REST DURING A ROUND, HE MAY BE
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ABLE TO REGAIN SOME STAMINA. IF HE REGAINS ENOUGH, HE MAY ALSO REGAIN
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SOME OF HIS ABILITY TO USE HIS STRATEGIES. EMPLOYING A STRATEGY WHEN
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THAT STRATEGY RATING IS LESS THAN 2 MAY BE MORE OF A HINDERANCE THAN A
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HELP.
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SOLITAIRE PLAY
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--------------
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IF YOU ARE IN NEED OF AN OPPOSING MANAGER AND NO ONE IS AVAILABLE,
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ANGELO, THE COMPUTER BOXING MANAGER WILL BE GLAD TO COACH THE OTHER
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FIGHTER. SIMPLY SELECT THE APPROPRIATE OPTION ON THE "COMPUTER CONTROL
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MENU" AND THE COMPUTER WILL SET THE STRATEGIES FOR THE FIGHTER(S) YOU
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TOLD IT TO MANAGE.
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STATUS AND CONDITION
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--------------------
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IT IS POSSIBLE FOR A FIGHTER TO BE CUT OR SUFFER EXCESSIVE PUNISHMENT
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IN A ROUND. SHOULD ONE OF THE ABOVE OCCUR, IT WILL BE DISPLAYED IN THE
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SECTION DIRECTLY BELOW THE NAME OF THE FIGHTER SUSTAINING THE CUT OR
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PUNISHMENT. THE ACTUAL DISPLAY OF CUT STATUS VARIES ON EACH COMPUTER
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AS FOLLOWS:
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1) A CUT IS SAID TO BE BLEEDING WHEN IT IS BORDERED IN RED.
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2) A CUT IS SAID TO BE EXTRA DEEP OR WORSENED WHEN IT IS DISPLAYED IN
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INVERSE.
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3) A CUT IS SAID TO BE CLOSED WHEN IT IS IN NORMAL TYPE (NOT
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BORDERED).
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ENTERING AND REVISING FIGHTER DATA
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----------------------------------
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OPTION E -
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ON THE STARTUP MENU PROVIDES THE OPTIONS OF:
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C: CHANGING EXISTING FIGHTERS' DATA.
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A: ADDING NEW FIGHTERS
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R: RETURNING TO THE MAIN MENU
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L: LISTING THE FIGHTERS ON DISK
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O: OMITTING EXISTING FIGHTERS
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OPTION C
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ALLOWS YOU TO REVISE THE ENTRIES FOR AN EXISTING FIGHTER. THIS FEATURE
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PERMITS THE CORRECTION OF ERRONEOUS ENTRIES, OR THE MODIFICATION OF
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ACTUAL FIGHTER STATISTICS TO EXPLORE "WHAT IF?" POSSIBILITIES.
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FIGHTERS ON THE GAME DISK CANNOT BE CHANGED; HOWEVER, YOU MAY ADD THEM
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TO YOUR DISK AS NEW FIGHTERS AND ALTER THEIR PARAMETERS.
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OPTION A
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PROVIDES THE ABILITY TO ENTER AND SAVE FIGHTER DATA FOR ANYONE
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IMAGINABLE - FROM THE GREATEST FIGHTERS OF THE PAST AND PRESENT, TO
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YOU AND ALL OF YOUR FRIENDS.
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OPTION R
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WILL RETURN YOU TO THE MAIN MENU.
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OPTION L
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ALLOWS YOU TO LIST ALL OF THE FIGHTERS, OR JUST THOSE IN A PARTICULAR
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WEIGHT CLASS. IT ALSO ALLOWS YOU TO REVIEW THE PARAMETERS FOR ANY
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FIGHTER ON THE LIST. THISIS DONE BY ENTERING THE NUMBER NEXT TO THE
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FIGHTER'S NAME.
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OPTION O
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WILL ALLOW YOU TO REMOVE A FIGHTER FROM YOUR DISK IF YOU NO LONGER
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WISH TO KEEP THE FIGHTER'S PARAMETERS.
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WHEN ENTERING DATA FOR A NEW FIGHTER YOU WILL BE PROMPTED FOR EACH
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ENTRY REQUIRED. THIS DATA CONSISTS OF THE FOLLOWING:
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NAME
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A FIGHTER'S NAME REFERS TO HIS LAST NAME. THIS CANNOT EXCEED 10
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CHARACTERS.
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OVERALL RATING THIS ENTRY INDICATES THE FIGHTER'S OVERALL ABILITY ON A
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SCALE OF 1 TO 10, 10 BEING THE BEST (7 = AVERAGE).
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DIVISION
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THIS IS THE DIVISION THE FIGHTER FIGHTS IN. THIS IS USED AS THE
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DIVISION WHEN ENTERING FIGHTERS FOR A FIGHT.
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VALID DIVISIONS ARE:
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BW - BANTAMWEIGHT
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FW - FEATHERWEIGHT
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JL - JUNIOR LIGHTWEIGHT
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LW - LIGHTWEIGHT
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WW - WELTERWEIGHT
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MW - MIDDLEWEIGHT
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LH - LIGHT HEAVYWEIGHT
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HW - HEAVYWEIGHT
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FIGHTER STYLE - THIS ENTRY INDICATES WHAT STYLE A FIGHTER USES. VALID
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STYLES ARE B FOR BOXER, S FOR SLUGGER, B/S FOR BOXER OR SLUGGER. A
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BOXER IS NORMALLY AT SUCH THINGS AS STICKING & MOVING AND DEFENSE,
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WHEREAS A SLUGGER IS USUALLY STRONGER AND BETTER AT CHARGING IN.
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ABILITY VS BOXER - THIS ENTRY REFLECTS HOW WELL THE FIGHTER EMPLOYS
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HIS PARTICULAR ABILITIES VS A BOXER STYLE FIGHTER ON A SCALE OF -3 TO
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+3: +3 BEING THE BEST, -3 BEING THE WORST, AND 0 SHOWING NO DISTINCT
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ADVANTAGE OR DISADVANTAGE.
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ABILITY VS SLUGGER - THIS ENTRY WORKS THE SAME AS ABILITY VS BOXER
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EXCEPT IT APPLIES TO A SLUGGER STYLE FIGHTER.
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ABILITY TO FOLLOW UP - THIS ENTRY REFLECTS HOW WELL A FIGHTER FOLLOWS
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UP, AND ATTEMPTS TO PUT HIS OPPONENT AWAY AFTER HURTING HIM. IT IS
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BASED ON A SCALE OF 1 TO 11, 11 BEING THE BEST (7 = AVERAGE).
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ABILITY TO CUT HIS OPPONENT - THIS ENTRY IS AN INDICATION OF HOW MUCH
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A FIGHTER CUTS HIS OPPONENT ON A SCALE OF 1 TO 10, 10 BEING THE MOST
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(4 = AVERAGE).
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ABILITY TO CHARGE IN - THIS ENTRY INDICATES HOW EFFECTIVE A FIGHTER IS
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AT USING HIS CHARGE IN STRATEGY. IT IS BASED ON A SCALE OF 1 TO 5, 5
|
|||
|
BEING THE BEST (3 = AVERAGE).
|
|||
|
|
|||
|
ABILITY TO STICK & MOVE - THIS ENTRY WORKS EXACTLY LIKE ABILITY TO
|
|||
|
CHARGE IN EXCEPT IT APPLIES TO STICK & MOVE.
|
|||
|
|
|||
|
ABILITY TO COVER UP - THIS ENTRY WORKS LIKE THE ABOVE EXCEPT IT
|
|||
|
APPLIES TO COVER UP.
|
|||
|
|
|||
|
ABILITY TO STAY AWAY - THIS ENTRY WORKS LIKE THE ABOVE EXCEPT IT
|
|||
|
APPLIES TO STAY AWAY.
|
|||
|
|
|||
|
ABILITY TO GO FOR THE KNOCKOUT - THIS ENTRY WORKS LIKE THE ABOVE
|
|||
|
EXCEPT IT APPLIES TO GO FOR THE KO.
|
|||
|
|
|||
|
ABILITY TO PROTECT CUTS - THIS ENTRY WORKS LIKE THE ABOVE EXCEPT IT
|
|||
|
APPLIES TO PROTECT CUTS.
|
|||
|
|
|||
|
ABILITY TO TAKE A PUNCH - THIS ENTRY INDICATES HOW WELL A FIGHTER
|
|||
|
STANDS UP UNDER A DEVASTATING PUNCH OR A BARRAGE OF LIGHTER PUNCHES ON
|
|||
|
A SCALE OF 1 TO 5, 1 BEING THE BEST (3 = AVERAGE).
|
|||
|
|
|||
|
ABILITY TO TAKE A PUNCH WHEN ALREADY HURT - THIS ENTRY INDICATES HOW
|
|||
|
WELL A FIGHTER STANDS UP TO A DEVASTATING PUNCH OR A BARRAGE OF
|
|||
|
PUNCHES IF HE HAS ALREADY BEEN HIT, ON A SCALE OF 0 TO 5, 0 BEING THE
|
|||
|
BEST (2 = AVERAGE). THIS NUMBER IS INDEPENDENT OF ABILITY TO TAKE A
|
|||
|
PUNCH.
|
|||
|
|
|||
|
ABILITY TO AVOID BEING KNOCKED OUT - THIS ENTRY IS REFLECTIVE OF HOW
|
|||
|
EASILY THE FIGHTER IS KO'D ON A SCALE OF 1 TO 10, 1 BEING THE HARDEST
|
|||
|
TO KO (4 = AVERAGE).
|
|||
|
|
|||
|
ABILITY WHEN TRAPPED - THIS ENTRY INDICATES HOW A FIGHTER IS AFFECTED
|
|||
|
WHEN HE IS TRAPPED AGAINST THE ROPES OR IN A CORNER. IT ALSO REFLECTS
|
|||
|
HIS ABILITY TO WORK HIMSELF FREE FROM ONE OF THESE SITUATIONS. IT IS
|
|||
|
BASED ON A RANGE OF 10 TO 34. THE FIRST DIGIT INDICATES HOW GOOD HE IS
|
|||
|
AT GETTING FREE: 3 BEING VERY GOOD, 2 BEING FAIR, AND 1 BEING POOR.
|
|||
|
THE SECOND DIGIT REFLECTS HIS ABILITY WHILE TRAPPED: 0 BEING
|
|||
|
EXCELLENT, 1 BEING GOOD, 2 BEING AVERAGE, 3 BEING POOR, AND 4 BEING
|
|||
|
VERY POOR.
|
|||
|
|
|||
|
ABILITY TO ABSORB PUNISHMENT - THIS ENTRY INDICATES HOW MUCH
|
|||
|
PUNISHMENT A FIGHTER CAN TAKE OVER AN EXTENDED PERIOD OF TIME, BASED
|
|||
|
ON A SCALE OF 1 TO 5, 1 BEING THE BEST (3 = AVERAGE).
|
|||
|
|
|||
|
ABILITY TO NOT GET CUT - THIS ENTRY REFLECTS HOW EASILY A FIGHTER IS
|
|||
|
CUT BASED ON A SCALE OF 1 TO 10, 10 BEING CUT THE MOST (4 = AVERAGE).
|
|||
|
|
|||
|
STRENGTH RATING - THIS ENTRY INDICATES HOW STRONG THE FIGHTER IS, AND
|
|||
|
HOW HARD HE THROWS PUNCHES BASED ON A SCALE OF 1 TO 12, 12 BEING THE
|
|||
|
STRONGEST (7 = AVERAGE).
|
|||
|
|
|||
|
QUICKNESS RATING - THIS ENTRY IS AN INDICATION OF THE FIGHTER'S
|
|||
|
FOOTSPEED, DEFENSE ABILITY, AND COORDINATION BASED ON A SCALE OF -9 TO
|
|||
|
+9, -9 BEING THE QUICKEST (0 = AVERAGE).
|
|||
|
|
|||
|
STAMINA RATING - THIS ENTRY INDICATES HOW LONG A FIGHTER CAN GO BEFORE
|
|||
|
TIRING OUT. AS HIS STAMINA IS DEPLEATED, HIS ABILITY TO UTILIZE HIS
|
|||
|
STRATEGIES BEGINS TO DETERIORATE. STAMINA IS BASED ON A SCALE OF 1 TO
|
|||
|
125, 125 BEING A FIGHTER WITH TREMENDOUS STAYING POWER (97 =
|
|||
|
AVERAGE).
|
|||
|
|
|||
|
AGGRESSIVENESS RATING - THIS ENTRY REFLECTS HOW TENACIOUS A FIGHTER IS
|
|||
|
ON A SCALE OF 1 TO 11, 11 BEING THE MOST TENACIOUS (7 = AVERAGE). THE
|
|||
|
HIGHER THIS NUMBER, THE BETTER CHANCE A FIGHTER HAS OF TRAPPING HIS
|
|||
|
OPPONENT. THIS ENTRY WILL CHANGE THROUGHOUT THE FIGHT DEPENDING ON
|
|||
|
THE STRATEGIES CHOSEN AND MOMENTUM.
|
|||
|
|
|||
|
PERCENTAGE OF TIME PUNCHES LAND - 40 TO 45 IS AVERAGE, WITH 75 BEING
|
|||
|
THE MAXIMUM ALLOWED ENTRY.
|
|||
|
|
|||
|
PERCENTAGE OF TIME PUNCHES MISS - 25 TO 35 IS AVERAGE, WITH 87 BEING
|
|||
|
THE MAXIMUM ALLOWED FOR THE TOTAL OF PUNCHES LANDED AND PUNCHES
|
|||
|
MISSED.
|
|||
|
|
|||
|
PERCENTAGE OF TIME FIGHTER CLINCHES OPPONENT - 10 IS AVERAGE, WITH 94
|
|||
|
BEING THE MAXIMUM ALLOWED FOR THE TOTAL OF PUNCHES LANDED PLUS PUNCHES
|
|||
|
MISSED PLUS CLINCHES.
|
|||
|
|
|||
|
PERCENTAGE OF TIME FIGHTER EMPLOYS RING MOVEMENT - 10 IS AVERAGE.
|
|||
|
|
|||
|
|
|||
|
THE ABOVE FOUR CATEGORIES PERTAIN TO THE PERCENTAGE OF TIME THAT A
|
|||
|
FIGHTER DOES EACH ACTION. THE TOTAL OF THE FOUR PERCENTAGES MUST ADD
|
|||
|
UP TO 100.
|
|||
|
|
|||
|
PERCENTAGE OF TIME FIGHTER LANDS A PARTICULAR PUNCH (5 CATEGORIES) -
|
|||
|
THERE ARE FIVE TYPES OF PUNCHES WHICH A FIGHTER AMY LAND: JAB, HOOK,
|
|||
|
CROSS, COMBINATION, AND UPPERCUT. THE PERCENTAGE OF TIME A FIGHTER
|
|||
|
LANDS EACH TYPE OF PUNCH MUST BE ENTERED, AND THE TOTAL FOR ALL FIVE
|
|||
|
PUNCHES MUST EQUAL 100.
|
|||
|
|
|||
|
PERCENTAGE OF TIME PUNCHES LAND WITH EXTRA STING - THIS IS THE
|
|||
|
PERCENTAGE OF PUNCHES A FIGHTER THROWS THAT LAND WITH EXTRA EFFECT (50
|
|||
|
= AVERAGE).
|
|||
|
|
|||
|
|
|||
|
EFFECTS OF MANAGERS' DECISIONS
|
|||
|
------------------------------
|
|||
|
|
|||
|
A FUNDAMENTAL CONSIDERATION IN THE DESIGN OF RINGSIDE SEAT WAS TO
|
|||
|
PERMIT EACH FIGHTER'S MANAGER TO BECOME INVOLVED AS MUCH AS POSSIBLE
|
|||
|
IN DETERMINING THE OUTCOME OF THE GAME THROUGH THE DECISIONS HE MAKES.
|
|||
|
THE EQUATIONS USED TO COMPUTE THE OUTCOME PROBABILITIES OF ALMOST
|
|||
|
EVERY ACTION MAKE EXTENSIVE USE OF THE VARIOUS STRATEGIES WHICH ARE
|
|||
|
UNDER THE MANAGER'S CONTROL.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|