FOR THE ATARI(r) 7800(tm)
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...'
1. With the power off, insert the TITLE MATCH(tm) cartridge into your
Atari(r) 7800(tm) 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
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.
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
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.
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.
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
* Pin your opponent unexpectedly to get a head start in Muscle Mode
* 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
* 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.
YOUR |JOYSTICK UP|JOYSTICK UP|JOYSTICK DOWN|JOYSTICK LEFT|JOYSTICK RIGHT|
POSITION | | W/BUTTON | W/BUTTON | W/BUTTON | W/BUTTON |
Free |Walk Around| Punch | Kick | Grab - | Grab - |
| Ring | | | Head Lock | Head Lock |
Holding | Drag Him | Power | Canvas | Towards Opponent - |
Opponent | Around | Lift | Slam | Airplane Spin |
in | Ring | | | Away From Opponent - |
Head Lock*| | | | Let Go of Him |
Holding | Carry Him | Back | Body | | |
Opponent | Around | Drop | Slam | | |
Overhead | Ring | | | | |
Swinging | Throw | Continue | Continue | Continue |Continue |
Opponent- | Into | Airplane | Airplane | Airplane |Airplane |
Airplane | Ropes | Spin | Spin | Spin |Spin |
Spin | | | | | |
Opponent -| Walk | Power |Elbow Drop |Grab - |Grab - |
Down | Around | Lift |And Pin |Head Lock |Head Lock |
| Ring | |Opponent | | |
Up On | Walk | Rope |Climb | | |
Ropes | Around | Dive |Down From | | |
| Ropes | |Ropes | | |
|Left,Right | | | | |
Opponent |Muscle | Get Up |Get Up | Get Up | Get Up |
Pinned** |Mode | | | | |
* Opponent can use Muscle Mode ** Both players can use muscle mode
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 embodied 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 Officer, 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 $12.50, 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
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.
Title Match(tm) is a trademark and Absolute Entertainment(r)
is a registered trademark of Absolute Entertainment, Inc.
ATARI(r) is a registered trademark and 7800(tm) is a trademark of ATARI CORP.
Distributed by MEDIAGENIC
Manufactured by: Absolute Entertainment(r), Inc., P.O. Box 116, Glen Rock, NJ
Audio Visual concept, label and program (c) 1989 Absolute Entertainment, Inc.