((((((((((((((((((()))))))))))))))))))) ) ( ( 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.