Tuesday, January 31, 2006

Cinematronics Boxing Bugs

All parts are type 2732. All parts were marked with "BB MAR 5", which is
presumed to mean a release date of March 5 (1982?).

The EPROMs are installed on a daughter board, which connects via ribbon cables
to two of the ROM sockets of the main board, and to one 14 (16?) pin socket of
the main board. The main board appears to be a standard Cinematronics board,
with the exception of the one TTL chip which was removed for the above-
mentioned cable.

It might be possible to run this code on a standard Cinematronics main board
with only slight mods, although without the Boxing Bugs sound board and
vector board, you would obviously not get the right sounds or color.

loc address cksm
--- ------- ----
u1a 0-8K even 0153
u1b 0-8k odd e45f
u2a 8-16k even 48c3
u2b 8-16k odd 4762
u3a 16-24k even 4979
u3b 16-24k odd 3d8a
u4a 24-32k even 0872
u4b 24-32k odd 05e2





[Jul/11/2001]

Boxing Bugs Color Test ROM Placement

Copyright 198x Cinematronics. Program by Scott Boden.


NAME LOCATION SIZE CHECKSUM
--------- -------- ---- --------
Bbtest.p7 P7 (LO) 2732 7ECA
Bbtest.r7 R7 (UO) 2732 7ECA
Bbtest.t7 T7 (LE) 2732 76E5
Bbtest.u7 U7 (UE) 2732 76E5

Saturday, January 28, 2006

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!


Intellivision(TM)
Intelligent Television

MATTEL ELECTRONICS(TM)

Video Game Advantage WWW manual archive -- http://www.io.com/~vga2000

Thursday, January 26, 2006

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.

Wednesday, January 25, 2006

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.

Tuesday, January 24, 2006

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.

Monday, January 23, 2006

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.

Sunday, January 22, 2006

REMEMBER:

YOUR KEYPAD IS FOR PUNCHING, FEINTS & DUCKING!
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]

Saturday, January 21, 2006

[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!

Thursday, January 19, 2006

PULLING A PUNCH

[Drawing shows controller held in two hands, one hand pressing key 4]

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!

Wednesday, January 18, 2006

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.

Tuesday, January 17, 2006

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.]

Sunday, January 15, 2006

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.

Friday, January 13, 2006

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.]

Thursday, January 12, 2006

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!

Tuesday, January 10, 2006

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.

Sunday, January 08, 2006

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.

Friday, January 06, 2006

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]

Wednesday, January 04, 2006

COMPUTER IS THE REFEREE!

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.]
"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.

Monday, January 02, 2006

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.

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.