TONIGHT'S THE NIGHT
'...the screams of the crowd shake the arena
as the Title Belt contenders
circle one another. Mad Dog makes the first move smashing his
fists into Skin
Head's chest who gasps for air, then retaliates with a shin cracking
kick.
Mad Dog growls and grabbing from behind drags Skin Head across
the ring
whipping him around in an airplane spin; letting go so he flys
into the ropes
and bounces back to meet Mad Dog's concrete forearm across his
neck...a
perfectly executed clothesline. Wasting no time Mad Dog elbow
drops him.
Skin Head's face winces in pain as he fights his way up and staggers
to his
corner to tag his partner in. Big Chief takes the tag, grabs Mad
Dog lifting
him over his head and body slams him into the mat. Mad Dog's stunned,
he's
not getting up. Big Chief, looking for the pin, climbs the ropes
for a dive.
As he lunges into the air, Mad Dog scrambles to his feet and Big
Chief's
sweaty red skinned body splatters on the empty mat...'
INSTRUCTIONS
TO BEGIN
1. With the power off, insert the TITLE MATCH™
cartridge into your
Atari(r) 7800™ game system according to manufacturer's instructions.
2. Plug joystick into port labeled "left
controller" for one player; another
into port labeled "right controller" for two players.
3. Turn power on.
4. Press "SELECT" to go to the selection
screen. The message at the top of
the screen displays the type of match currently selected:
1 One on one-Two Player
2 Tag team-2 player
*3 One on one-One player
*4 Tag team-One player
*You play against the computer
Pressing "SELECT" will cycle you through the match selections.
Once you have
selected a match, choose your wrestlers beginning with player
No. 1 (the
person using the left joystick). Move the joystick to highlight
your
selection and then press the joystick button. Once player No.
1 has selected
a wrestler, it is player No. 2's turn. In a tag team match, this
selection
occurs twice. The contenders are from left to right:
Mad Dog - From Mad Dog, Louisiana,
and weighing in at a whopping 390 lbs.,
this redneck husky vows to "chew up and spit out" anyone
who tries to tangle
with him.
Skin Head - Weighing in at 265
lbs., from Cowpoke, Idaho, this farmboy was
brutally forced to shave his head after losing in a cow-tipping
contest. To
overcome his humiliation, Skin Head turned to wrestling at the
age of 9, and
today is one of the most feared wrestlers of our time.
Mr. Mean - Currently weighing
in at 320 lbs., from Hoboken, New Jersey, Mr.
Mean acquired virtually all of his early training on the streets,
defending
himself against slime.
Big Chief - One part Apache and
one part hulk, from Big River, Utah, he is
merciless at 420 lbs. Big Chief pow wow doesn't miss a trick -
he will crush
you without a second's thought.
5. Once contenders have been chosen, the arena
screen is displayed and the
match can begin. At any point during gameplay, pressing "RESET"
will
restart the currently selected match.
TAKING THE BELT
Each wrestler's strength is displayed by power
bars on the scoreboard. The
upper bar represents the strength of wrestler No. 1 (left joystick),
and the
lower bar represents the strength of wrestler No. 2 (right joystick
or
computer). Your challenge wil be to sustain your strength while
depleting
your opponent's. Strength, used in combination with skillful maneuvering
will
enable you to pin your opponent. Next to each wrestler's power
bar is a digit
representing how many times the opposition has fallen. Pinning
your opponent
for 3 counts will constitute a fall. The rule for winning a match
is best out
of three falls.
YOUR CONTROLS
There are two modes of joystick control used during
gameplay. The first is
"joystick mode", which is simply moving the joystick
around. Your wrestler's
movement or pattern will correspond to that of your joystick.
The second is
"button mode". To switch from joystick into button mode
you must first
release the joystick. Then press the button and use one of the
four joystick
positions to execute the move. To use button mode in succession,
you must
release both the button and the joystick and then press the button
and move
the joystick again. The following instructions will refer to button
mode as
either "button mode up, down, right or left."
SOFTENING YOUR OPPONENT
Once the match begins, your wrestlers can walk
around the ring in joystick
mode. Make your wrestler punch with button mode up, and kick with
button mode
down. You can "soften" your opponent with these moves
by knocking down his
strength, while maintaining your own.
THE HEAD LOCK
With the exception of punching and kicking, you
must first grab your opponent
into a head lock before making a move against him. Do this by
moving your
wrestler right next to his opponent, release the joystick, and
in button mode,
grab by directing the joystick toward the opponent. (To release
your opponent
you must re-activate button mode, this time directing the joystick
toward your
own wrestler). Once you have captured your opponent in a head
lock, you can
drag him around the ring in joystick mode. Using button mode down,
canvas
slam your opponent.
"AROUND HE GOES..."
While you have him in a head lock, direct the
joystick towards your opponent
in button mode to swing him into an airplane spin. Switch to joystick
mode by
releasing the button and throw your opponent. You can swing your
opponent
just a little bounce him off the rops or swing him him around
many times and
then let go to send him bouncing into the ropes and then flying
back across
the ring! When your opponent bounces off the ropes, get in his
path and press
the button before he passes you to clothesline him and knock him
to the
canvas.
NOTE: When caught in a head lock, you must use
Muscle Mode to generate the
extra power needed to escape. See Muscle Mode.
"HE'S FLYING HIGH"
To power lift your opponent, get him into a head
lock and use button mode up.
Once he is overhead, use joystick mode to carry your opponent
around the ring.
Using button mode up, you can back drop and pin your opponent.
Or - use
button mode down for a body slam. Carry your opponent to one of
the top
corners of the ring and use button mode down to throw him out
of the ring.
"HE'S DOWN..."
With your opponent down, in joystick mode you
can walk freely around the ring.
Position your wrestler right next to his opponent and use button
mode up to
power lift him, or use button mode left or right to grab him into
a head lock.
Use button mode down to elbow drop and pin your opponent.
NOTE: When a wrestler is down, he can use Muscle
Mode to generate the
additional strength needed to get back up. See Muscle Mode.
"HE'S UP ON THE ROPES!"
If your opponent is down and you are away from
him at the very top or very
bottom of the ring, you can climb onto the ropes using button
mode up. Once
on the ropes, joystick mode left or right allows you to walk back
and forth.
Use button mode down to climb off of the ropes, or use button
mode up to do a
rope dive and pin your opponent.
SWITCHING WITH TAG TEAM PARTNERS
When competing in a tag team match, move your
wrestler to his corner at the
bottom of the ring and use button mode down to switch with your
tag partner.
A good time to do this is when your strength is down, but remember
that your
partner must be at maximum strength in order to switch. You can
tell that
your partner's strength is up by walking near your corner. If
your partner
attempts to follow you, then he has fully regained his strength.
MUSCLE MODE
When you opponent is down or in a head lock, he
can escape by putting "muscle
mode" into action. Muscle mode is executed by jiggling the
joystick left and
right very fast. Jiggling the joystick provides extra strength
to be used in
combination with the wrestler's already existing strength. The
following are
situations in which you will find it necessary to utilize muscle
mode:
* When your opponent has gotten you into a head
lock - if your strength
combined with your extra power from using muscle mode exceeds
the strength
of your opponent, you can break away. Example: if you have more
strength
than your opponent and he grabs you, minimal muscle will be needed
for you
to break away.
* To get back up when you are down on the canvas
- if you already have at
least half of your strength, little muscle is needed to get back
up. With
less than half your strength available, you must work harder in
muscle mode
to get back up.
* When you are pinned - if your strength combined
with the extra muscle
generated by using muscle mode exceeds that of your opponent,
you will
succeed in escaping.
* When you have your opponent pinned - in this
situation, muscle mode is used
offensively. This is a muscle mode competition, in which you,
the
aggressor, are trying to maintain your pin for three seconds,
while your
opponent is trying to escape.
SOME STRATEGIC ADVICE FROM THE EXPERTS...
* Keep in mind that certain offensive moves, such
as power lifting, or
holding your opponent in an airplane spin for an extended period
of time
will use up a lot of your own strength, while increasing your
opponent's.
Try to use less expensive moves such as punching and kicking to
soften your
opponent, so that when the time comes, you will have enough strength
to pin
him.
* Pin your opponent unexpectedly to get a head
start in Muscle Mode
competition.
* In tag team competition, if you know that your
opponent's tag partner is
weak, throw your opponent out of the ring. This will force his
partner
into the ring, allowing you to take advantage of the competition's
weakened
condition.
* In tag team competition, if you know that your
opponent is weak, guard his
corner to prevent him from switching with his tag team partner.
WARRANTY
Absolute Entertainment, Inc. warrants to the original
retail purchaser of
this video game computer program product ("Program")
that the game
cartridge in which the Program is embodies will be free from defects
in
material and workmanship for 90 days from the day of purchase.
If your
game cartridge becomes defective during that period, Absolute
Entertainment, Inc. will replace it free of charge.
To replace a defective cartridge during the warranty
period, mail the
entire game cartridge, proof of your purchase with the purcahse
date
circled, a brief statement describing the defect, and a large,
self-
addressed, stamped envelope to:
Warranty Offer
Absolute Entertainment, Inc.
P.O. Box 116
Glen Rock, N.J. 07452
If your cartridge fails after the end of the 90-day
warranty period, you
may return it to Absolute Entertainment, Inc. at the address above
with a
check or money order for $17.50, a brief statement describing
the defect,
and a large, self-addressed, stamped envelope.
We recommend that defective cartridges be packaged
carefully and sent
certified mail, return receipt requested. Absolute Entertainment,
Inc.
will not be responsible for replacing defective cartridges until
they have
been received by us at the above address.
This warranty is limited to the cartridge originally
supplied by Absolute
Entertainment, Inc. and is not applicable to the Program embodied
in the
catridge. This warranty will not be honored if the defect has
arisen
through abuse, mistreatment, improper care of the cartridge, neglect,
or
normal wear and tear.
THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES,
WHETHER ORAL OR WRITTEN, EXPRESSED OR IMPLIED, INCLUDING ANY WARRANTY
OF MERCHANTABILITY OF FITNESS FOR A PARTICULAR PURPOSE, AND NO
OTHER REPRESENTATIONS OR CLAIMS OF ANY NATURE WILL BE BINDING
ON OR OBLIGATE ABSOLUTE ENTERTAINMENT, INC. IN NO EVENT WILL ABSOLUTE
ENTERTAINMENT, INC. BE LIABLE FOR SPECIAL, INDIRECT, INCIDENTAL,
OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE, OR MALFUNCTION
OF THIS PRODUCT, INCLUDING DAMAGE TO PROPERTY, AND TO THE EXTENT
PERMITTED UNDER THE LAW, DAMAGES FOR PERSONAL INJURY, EVEN IF
ABSOLUTE ENTERTAINMENT, INC. HAS BEEN PREVIOUSLY ADVISED OF THE
POSSIBILITY
OF SUCH DAMAGES.
THE PROGRAM IS SOLD "AS-IS" AND NO WARRANTIES,
EXPRESSED OR IMPLIED,
INCLUDING WARRANTIES FOR MERCHANTABILITY OR FITNESS OF PURPOSE,
WILL BE APPLICABLE.
SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG
AN IMPLIED WARRANTY LASTS AND/OR THE EXCLUSION OR LIMITATION OF
INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE AVOVE LIMITATIONS
AND/OR EXCLUSION OR LIMITATION OF LIABILITY MAY NOT APPLY TO YOU.
THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS, AND YOU MAY HAVE
OTHER RIGHTS WHICH VARY FROM STATE TO STATE.
ABSOLUTE
AM-039-03 ENTERTAINMENT ®
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