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               ((((((((((((((((((())))))))))))))))))))
               )                                     (
               (  RINGSIDE SEAT SOFT-DOX (APPLE VRS) )
               )                                     (
               (             WRITTEN  BY             )
               )                                     (
               (             THE PENGUIN             )
               )                                     (
               )                                     (
               ((((((((((((((((((())))))))))))))))))))


STARTING A GAME
---------------

WHEN  YOU  BOOT THE RINGSIDE SEAT DISK YOU WILL BE GIVEN THE FOLLOWING
OPTIONS: 

(P) PLAY A GAME (E) ENTER/REVISE/LIST FIGHTER DATA  (I)  INITIALIZE  A
DISK FOR SAVING FIGHTERS

SELECTING OPTION P WILL FIRST PROMPT YOU FOR THE MODE OF PLAY. YOU MAY
HAVE  THE  COMPUTER MANAGE EITHER, NEITHER OR BOTH BOXERS. APPLE OWNER
MAY CHOOSE EITHER THE KEYBOARD OR PADDLE INPUTS.  IF YOU HAVE SELECTED
ANY OTHER ITEM THAN DEMO MODE THE COMPUTER WILL NEXT ASK YOU TO  ENTER
THE  NAME-DIVISION  OF  THE TWO CONTESTANTS (THE NAME AND DIVISION FOR
EACH FIGHTER CAN BE FOUND BY  USING  OPTION  E).  THE  DIVISION  IS  A
TWO-LETTER  CODE REPRESENTING THE WEIGHT CLASS OF THE FIGHTER. BE SURE
TO SEPARATE THE NAME AND DIVISION OF EACH FIGHTER WITH A DASH (-). 

AS AN EXAMPLE YOU MIGHT ENTER LOUIS-HW. AFTER YOU  HAVE  SELECTED  THE
TWO  FIGHTERS YOU WILL BE ASKED TO ENTER THE NUMBER OF ROUNDS YOU WISH
FOR THE CURRENT FIGHT. ENTER A NUMBER  BETWEEN  3  AND  15  INCLUSIVE.
SHOULD  EITHER  FIGHTER HAVE THE ABILITY TO FIGHT AS EITHER A BOXER OR
SLUGGER, YOU WILL BE PROMPTED FOR THE STYLE YOU WISH  THE  FIGHTER  TO
USE  DURING  THIS FIGHT (ONCE A STYLE IS SELECTED IT CANNOT BE ALTERED
DURING THE FIGHT). YOU WILL THEN BE ASKED IF YOU PREFER  TO  HAVE  THE
CUMULATIVE  JUDGES'  SCORES  DISPLAYED  WHILE THE FIGHT IS IN PROGRESS
(EITHER WAY THE JUDGES' ROUND BY ROUND SCORES WILL BE GIVEN  UPON  THE
CONCLUSION OF THE FIGHT). 

PLAYING THE GAME
----------------

IN  THE  GAME,  BOTH  MANAGERS  SELECT  THEIR  FIGHTER'S STRATEGY EACH
ROUND.  ONCE A STRATEGY FOR A ROUND  IS  SELECTED,  THAT  STRATEGY  IS
EMPLOYED FOR THE ENTIRE ROUND WITH ONE EXCEPTION: 

A  FIGHTER  MAY OPT TO COVER UP DURING A ROUND IN ORDER TO AVOID BEING
KNOCKED OUT (FOLLOWING A DEVASTATING PUNCH OR A KNOCKDOWN, THE FIGHTER
BEING HIT MAY NOT  COVER  UP  UNTIL  THE  AGGRESSOR'S  "FOLLOWING  UP"
SEQUENCE  IS  COMPLETED).  IF YOU WISH TO COVER UP, AND PADDLE CONTROL
HAS BEEN REQUESTED (APPLE ONLY), PUSH THE BUTTON UNTIL  THE  COVER  UP
STRATEGY IS DISPLAYED. IF THE KEYBOARD IS BEING USED, PRESSING THE "Z"
FOR  FIGHTER  #1  OR  THE "/" FOR FIGHTER #2 WILL CAUSE THE FIGHTER TO
COVER UP. 

ONCE BOTH MANAGERS HAVE SELECTED THE STRATEGY FOR THEIR  FIGHTER,  THE
ROUND BELL WILL RING AND THE TWO FIGHTERS WILL APPROACH RING CENTER. 


THE DISPLAY
-----------

DISPLAYED  ON  THE  SCREEN  WHILE  THE  FIGHT  IS  IN PROGRESS ARE THE
FIGHTERS' NAMES, THE ROUND CLOCK, THE STRATEGY OF  EACH  FIGHTER,  THE
ROUND   NUMBER,   THE  CUMULATIVE  JUDGES'  SCORES  IF  SELECTED,  THE
PERCENTAGE OF STAMINA REMAINING, AND A REPRESENTATION  OF  THE  BOXING
RING.  THE TOP OF THE SCREEN IS USED TO ANNOUNCE THE BEGINNING OF EACH
ROUND, AND ALSO TO DESCRIBE ANY RING MOVEMENT  OF  THE  FIGHTERS.  THE
BOTTOM  HALF  IS  USED  FOR  COLOR COMMENTARY AND A DESCRIPTION OF THE
BLOW-BY-BLOW ACTION TAKING PLACE IN THE RING. 

THE SCORING SECTION, BASED ON THE  "10  POINT  MUST"  SCORING  SYSTEM,
SHOWS  THE  CUMULATIVE  ROUND-BY-ROUND SCORES BY JUDGE 1 (J1), JUDGE 2
(J2), AND JUDGE 3 (J3). THE CUT, INJURY AND  CONDITION  SECTION  SHOWS
ANY  CUTS,  INJURIES  OR  OTHER  CONDITIONS  SUSTAINED BY THE FIGHTERS
DURING THE FIGHT. THE BOXING RING DISPLAY PROVIDES A VISUAL INDICATION
OF THE POSITION OF THE FIGHTERS THROUGHOUT THE FIGHT. 

DISPLAYED ABOVE EACH FIGHTER'S NAME BEFORE THE  BOUT  BEGINS  ARE  TWO
NUMBERS  (e.g. 2/1). THE FIRST NUMBER INDICATES HIS ABILITY VS A BOXER
AND THE SECOND NUMBER INDICATES HIS ABILITY VS A SLUGGER. 

THE STRATEGY SELECTION INPUTS FOR EACH  FIGHTER  WILL  APPEAR  AT  THE
BOTTOM  OF  THE  SCREEN  AT  THE  BEGINNING OF EACH ROUND. IMMEDIATELY
FOLLOWING EACH STRATEGY IS A NUMBER REPRESENTING HOW  WELL  A  FIGHTER
EMPLOYS THE PARTICULAR STRATEGY (THIS NUMBER MAY BE REDUCED AS STAMINA
IS  USED  UP,  AND  A FIGHTER BEGINS TO TIRE). SELECTING A STRATEGY BY
PADDLE IS DONE BY TURNING THE PADDLE KNOB UNTIL THE  DESIRED  STRATEGY
IS  DISPLAYED. PUSHING THE PADDLE BUTTON LOCKS IN THE CHOICE, AND THAT
IS THE STRATEGY USED DURING  THAT  ROUND.   SELECTING  A  STRATEGY  BY
KEYBOARD  IS  DONE  BY  TYPING  THE NUMBER ASSOCIATED WITH THE DESIRED
STRATEGY: 

1 - FLAT FOOTED

2 - COVER UP

3 - CHARGE IN

4 - STICK & MOVE

5 - STAY AWAY

6 - GO FOR KO

7 - PROTECT CUTS


PRESSING THE [RETURN] KEY WILL LOCK  IN  THE  CHOICE  AS  THE  DESIRED
STRATEGY FOR THE UPCOMING ROUND. 


STRATEGY ACTIONS
----------------

THE  FOLLOWING  IS  A  DESCRIPTION  OF  EACH  OF  THE SEVEN STRATEGIES
AVAILABLE TO EACH FIGHTER EACH ROUND. 


1 - FIGHT FLAT FOOTED

  FIGHT FLAT FOOTED ALLOWS A FIGHTER  TO  REST  DURING  A  ROUND.  HIS
ABILITY  TO CONTROL THE FIGHT, HIS AGGRESSIVENESS, AND HIS DEFENSE ALL
SUFFER AND HE BECOMES A MUCH EASIER TARGET WHILE USING THIS STRATEGY. 


2 - COVER UP

  COVER UP IS USUALLY USED AFTER SUSTAINING  CONSIDERABLE  PUNISHMENT.
THIS  IS  THE ONLY STRATEGY WHICH MAY BE CHANGED DURING THE ROUND (SEE
PLAYING THE GAME). COVER UP CONSIDERABLY REDUCES THE FIGHTER'S ABILITY
TO LAND A PUNCH AND TO CONTROL THE  ACTION.  IT  CAN  ALSO  CAUSE  THE
OPPONENT'S  PUNCHES  TO BE PARTIALLY BLOCKED. USE THIS STRATEGY IF YOU
FEAR A KNOCKOUT IS IMMINENT IN THE ROUND, OR IF YOU WANT THE  OPPONENT
TO PUNCH HIMSELF OUT. 


3 - CHARGE IN

  CHARGE  IN  IS  USUALLY  USED  IN  AN  ATTEMPT  TO  INFLICT  UNUSUAL
PUNISHMENT, AND SCORE POINTS QUICKLY. THE DEFENSE OF A  FIGHTER  USING
THIS  STRATEGY  IS  REDUCED, AND THEREFORE MAY MAKE HIM EASIER TO HIT.
ONCE CONTROL OF THE ROUND  IS  GAINED,  HOWEVER,  IT  IS  MORE  EASILY
MAINTAINED.  USE  THIS  STRATEGY EARLY IN A FIGHT TO WEAR THE OPPONENT
DOWN. IT IS ALSO SOMETIMES USED IN LATE ROUNDS IN ORDER  TO  CATCH  UP
AND  WIN  A  CLOSE DECISION. A FIGHTER MAY NOT USE THIS STRATEGY IF HE
HAS NO STAMINA REMAINING. THIS STRATEGY MAY NOT BE USED MORE THAN FOUR
ROUNDS IN SUCCESSION. ONCE A DIFFERENT STRATEGY HAS BEEN USED  FOR  AN
ENTIRE  ROUND, YOU MAY AGAIN USE "CHARGE IN" FOUR MORE TIMES IN A ROW.
NOTE THAT USING "COVER UP" WHILE A  ROUND  IS  IN  PROGRESS  DOES  NOT
SATISFY  THE  CONDITION  THAT  ALLOWS THE USE OF "CHARGE IN" FOUR MORE
TIMES. 


4 - STICK & MOVE

  STICK & MOVE IS USED WHEN TRYING TO MAINTAIN RING GENERALSHIP, WHILE
AT THE SAME TIME AVOIDING THE OPPONENT'S POWER AND REDUCING HIS CHANCE
TO SCORE. THIS ADDED DEFENSE IS ATTAINED AT THE  EXPENSE  OF  PUNCHING
POWER.  USE  THIS  STRATEGY  EARLY  IN A FIGHT TO AVOID THE OPPONENT'S
POWER WHILE HE IS WELL RESTED, OR AFTER A ROUND IN WHICH YOU  SUFFERED
MODERATE PUNISHMENT. THIS WILL ALLOW YOU TO RECOUP SOME STRENGTH WHILE
NOT LOSING MUCH CONTROL. A FIGHTER MAY NOT USE THIS STRATEGY IF HE HAS
NO  STAMINA  REMAINING.  THIS  STRATEGY MAY NOT BE USED MORE THAN FOUR
TIMES IN SUCCESSION (REFER TO "CHARGE IN" FOR  RESTRICTIONS  REGARDING
THIS RULE). 


5 - STAY AWAY

  STAY  AWAY USUALLY IS USED WHEN ULTIMATE DEFENSE OR COUNTER-PUNCHING
IS DESIRED. THIS STRATEGY CAUSES THE FIGHTER'S PUNCHES  TO  LAND  WITH
MUCH LESS STING, BUT IT ALSO REDUCES THE CHANCE OF BEING KNOCKED DOWN.
USE  THIS  STRATEGY  AFTER  A  PUNISHING ROUND NOT QUITE BAD ENOUGH TO
DICTATE COVERING UP. ALSO USE THIS STRATEGY IN LATE  ROUNDS  WHEN  YOU
ARE WAY AHEAD IN POINTS. 


6 - GO FOR THE KNOCKOUT

  GOING  FOR  THE  KNOCKOUT IS USED IN AN EFFORT TO GET THE FIGHT OVER
EARLY, OR TO PUT AWAY THE OPPONENT AFTER A GOOD  OFFENSIVE  ROUND,  OR
LATE IN THE FIGHT WHEN NO HOPE IS LEFT FOR A DECISION.  THIS STRATEGY,
WHEN  USED  EARLY,  GIVES  THE FIGHTER A MUCH GREATER CHANCE TO SCORE.
WHEN USED LATE IN A FIGHT, THE FIGHTER'S CHANCE  FOR  A  KNOCKDOWN  IS
SOMEWHAT  IMPROVED,  WHILE  AGAIN  INCREASING THE OPPONENT'S CHANCE TO
LAND A PUNCH, AND TO SCORE A KNOCKDOWN OF HIS OWN. USE  THIS  STRATEGY
EARLY,  IF  THE  FIGHTER HAS A GOOD KNOCKOUT PUNCH RATING, AND LATE TO
TRY TO SALVAGE VICTORY FROM AN OTHERWISE SURE LOSS. 


7 - PROTECT CUTS

  PROTECT CUTS IS USED WHEN TRYING TO PROTECT CUTS WHICH COULD BE  BAD
ENOUGH  TO  STOP  A FIGHT (YOU WILL HAVE TO USE YOUR JUDGEMENT ON WHEN
YOU THINK THEY ARE VERY BAD). THIS STRATEGY CAN ALSO BE  USED  TO  TRY
AND  PREVENT  CUTS  FROM  GETTING ANY WORSE. THIS STRATEGY CAUSES HEAD
BLOWS TO BE BLOCKED MORE EASILY, BUT AT THE SAME  TIME  OPENS  UP  THE
FIGHTER FOR MORE SHOTS TO THE BODY. YOU WILL ALSO LOSE SOME ABILITY TO
CONTROL THE ACTION IN THE ROUND. 


NOTES ON STRATEGIES
-------------------

REMEMBER  THAT  AS  STAMINA  DECREASES, SO DOES THE ABILITY TO UTILIZE
STRATEGIES. SOME STRATEGIES ARE NOT USABLE IF A  FIGHTER  BECOMES  TOO
TIRED.   IF  THE  FIGHTER CAN MANAGE TO REST DURING A ROUND, HE MAY BE
ABLE TO REGAIN SOME STAMINA. IF HE REGAINS ENOUGH, HE MAY ALSO  REGAIN
SOME  OF HIS ABILITY TO USE HIS STRATEGIES.  EMPLOYING A STRATEGY WHEN
THAT STRATEGY RATING IS LESS THAN 2 MAY BE MORE OF A HINDERANCE THAN A
HELP. 


SOLITAIRE PLAY
--------------

IF YOU ARE IN NEED OF AN OPPOSING MANAGER AND  NO  ONE  IS  AVAILABLE,
ANGELO,  THE  COMPUTER  BOXING MANAGER WILL BE GLAD TO COACH THE OTHER
FIGHTER. SIMPLY SELECT THE APPROPRIATE OPTION ON THE "COMPUTER CONTROL
MENU" AND THE COMPUTER WILL SET THE STRATEGIES FOR THE FIGHTER(S)  YOU
TOLD IT TO MANAGE. 


STATUS AND CONDITION
--------------------

IT  IS POSSIBLE FOR A FIGHTER TO BE CUT OR SUFFER EXCESSIVE PUNISHMENT
IN A ROUND. SHOULD ONE OF THE ABOVE OCCUR, IT WILL BE DISPLAYED IN THE
SECTION DIRECTLY BELOW THE NAME OF THE FIGHTER SUSTAINING THE  CUT  OR
PUNISHMENT.  THE  ACTUAL DISPLAY OF CUT STATUS VARIES ON EACH COMPUTER
AS FOLLOWS: 


1) A CUT IS SAID TO BE BLEEDING WHEN IT IS BORDERED IN RED. 

2) A CUT IS SAID TO BE EXTRA DEEP OR WORSENED WHEN IT IS DISPLAYED  IN
INVERSE. 

3)  A  CUT  IS  SAID  TO  BE  CLOSED  WHEN  IT  IS IN NORMAL TYPE (NOT
BORDERED). 


ENTERING AND REVISING FIGHTER DATA
----------------------------------

OPTION E -
ON THE STARTUP MENU PROVIDES THE OPTIONS OF: 

C:  CHANGING EXISTING FIGHTERS' DATA. 

A: ADDING NEW FIGHTERS

R: RETURNING TO THE MAIN MENU

L: LISTING THE FIGHTERS ON DISK

O: OMITTING EXISTING FIGHTERS


OPTION C
ALLOWS YOU TO REVISE THE ENTRIES FOR AN EXISTING FIGHTER. THIS FEATURE
PERMITS THE CORRECTION OF ERRONEOUS ENTRIES, OR  THE  MODIFICATION  OF
ACTUAL   FIGHTER  STATISTICS  TO  EXPLORE  "WHAT  IF?"  POSSIBILITIES.
FIGHTERS ON THE GAME DISK CANNOT BE CHANGED; HOWEVER, YOU MAY ADD THEM
TO YOUR DISK AS NEW FIGHTERS AND ALTER THEIR PARAMETERS. 

OPTION A
PROVIDES THE ABILITY  TO  ENTER  AND  SAVE  FIGHTER  DATA  FOR  ANYONE
IMAGINABLE  -  FROM  THE GREATEST FIGHTERS OF THE PAST AND PRESENT, TO
YOU AND ALL OF YOUR FRIENDS. 

OPTION R
WILL RETURN YOU TO THE MAIN MENU. 

OPTION L
ALLOWS YOU TO LIST ALL OF THE FIGHTERS, OR JUST THOSE IN A  PARTICULAR
WEIGHT  CLASS.  IT  ALSO  ALLOWS  YOU TO REVIEW THE PARAMETERS FOR ANY
FIGHTER ON THE LIST. THISIS DONE BY ENTERING THE NUMBER  NEXT  TO  THE
FIGHTER'S NAME. 

OPTION O
WILL  ALLOW  YOU  TO  REMOVE A FIGHTER FROM YOUR DISK IF YOU NO LONGER
WISH TO KEEP THE FIGHTER'S PARAMETERS. 


WHEN ENTERING DATA FOR A NEW FIGHTER YOU WILL  BE  PROMPTED  FOR  EACH
ENTRY REQUIRED. THIS DATA CONSISTS OF THE FOLLOWING: 


NAME
A  FIGHTER'S  NAME  REFERS  TO  HIS  LAST  NAME. THIS CANNOT EXCEED 10
CHARACTERS. 

OVERALL RATING THIS ENTRY INDICATES THE FIGHTER'S OVERALL ABILITY ON A
SCALE OF 1 TO 10, 10 BEING THE BEST (7 = AVERAGE). 

DIVISION
THIS IS THE DIVISION THE FIGHTER  FIGHTS  IN.  THIS  IS  USED  AS  THE
DIVISION WHEN ENTERING FIGHTERS FOR A FIGHT. 


VALID DIVISIONS ARE: 

BW - BANTAMWEIGHT

FW - FEATHERWEIGHT

JL - JUNIOR LIGHTWEIGHT

LW - LIGHTWEIGHT

WW - WELTERWEIGHT

MW - MIDDLEWEIGHT

LH - LIGHT HEAVYWEIGHT

HW - HEAVYWEIGHT


FIGHTER  STYLE - THIS ENTRY INDICATES WHAT STYLE A FIGHTER USES. VALID
STYLES ARE B FOR BOXER, S FOR SLUGGER, B/S FOR  BOXER  OR  SLUGGER.  A
BOXER  IS  NORMALLY  AT  SUCH THINGS AS STICKING & MOVING AND DEFENSE,
WHEREAS A SLUGGER IS USUALLY STRONGER AND BETTER AT CHARGING IN. 

ABILITY VS BOXER - THIS ENTRY REFLECTS HOW WELL  THE  FIGHTER  EMPLOYS
HIS  PARTICULAR ABILITIES VS A BOXER STYLE FIGHTER ON A SCALE OF -3 TO
+3: +3 BEING THE BEST, -3 BEING THE WORST, AND 0 SHOWING  NO  DISTINCT
ADVANTAGE OR DISADVANTAGE. 

ABILITY  VS  SLUGGER  -  THIS ENTRY WORKS THE SAME AS ABILITY VS BOXER
EXCEPT IT APPLIES TO A SLUGGER STYLE FIGHTER. 

ABILITY TO FOLLOW UP - THIS ENTRY REFLECTS HOW WELL A FIGHTER  FOLLOWS
UP,  AND  ATTEMPTS  TO  PUT HIS OPPONENT AWAY AFTER HURTING HIM. IT IS
BASED ON A SCALE OF 1 TO 11, 11 BEING THE BEST (7 = AVERAGE). 

ABILITY TO CUT HIS OPPONENT - THIS ENTRY IS AN INDICATION OF HOW  MUCH
A  FIGHTER  CUTS HIS OPPONENT ON A SCALE OF 1 TO 10, 10 BEING THE MOST
(4 = AVERAGE). 

ABILITY TO CHARGE IN - THIS ENTRY INDICATES HOW EFFECTIVE A FIGHTER IS
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.