Typed out by David Fulmer
Table of Contents---------
Starting The Game---------2
Using the Controller------3
The Game Play Screen------8
Rules & Advice-----------10
Gabby Jay Bear Hugger
Piston Hurricane Bald Bull
Bob Charlie Dragon Chan
Masked Muscle Mr. Sandman
Aran Ryan Heike Kagero
Mad Clown Super Macho Man
Narcis Prince Hoy Quarlow
Rick Bruiser Nick Bruiser
-----STARTING THE GAME-----
Insert the Game Pak into the Super Nintendo Entertainment System Control
Deck and turn the POWER switch to the ON position. When the title screen
appears, press the START button to begin. If you do not press START at any
time to return to the title screen.
When the MENU SELECT Screen appears, use the +Control Pad to make your
selection, then press the START button to continue.
NEW--When playing the game for the first time, or when starting a new player,
select this option.
CONTINUE--To continue a previous game, select this option to progress to the
FILE SELECT Screen.
DATA CLEAR--To delete a saved game file or all save files, select this option.
When a file is deleted (FILE KILL option), the data saved in the BEST RECORD
will become a default name. If you want to delete all the data, you must
select ALL CLEAR.
CHAMPIONSHIP MODE--This is the main mode of the game. You progress through
the four circuits one after the other. NOTE: Unless your record is 4-0 in
the first three circuits, you cannot play the SPECIAL CIRCUIT (the last
circuit). You can retry a circuit as many times as you want until you
achieve a perfect record (four wins, zero losses).
TIME ATTACK MODE--Select the opponent of your choice to try to improve your
time record. You may only select opponents from the circuits you have already
cleared in the Championship Mode.
RECORDS VIEW MODE--Best Times for each opponent, Best Scores for each circuit
and Personal Records (listing your best records) will be saved and can be
viewed in this mode.
BUTTON SETTING MODE--You can customize the punch buttons to your liking.
Up = Guard Up / Direct Punch At Hand
Left = Dodge Left
o = Lower Guard / Direct Punch At Body
Right = Dodge Right
Down = Duck
L Button = Nothing
R Button = Nothing
Select Button = Nothing
Start Button = Starts / Pauses the game
Y Button = Left Punch
B Button = Right Punch
X Button = Nothing
A Button = Knock Out Punch
While pressing the Y, B or A Buttons, use the +Control Pad to direct the
punch to the head or body in addition to the direction that the Button is
GUARDING--To protect yourself from the opponent's punch with your gloves.
RAISE GUARD = Press Up on the +Control Pad.
LOWER GUARD = Do not press any direction on the +Control Pad.
There are two kinds of attacks your opponent will use: blows to the head and
blows to the body. Blows to your head can be blocked by a raised guard.
Body blows can be blocked by a lowered guard. However, strong punches such
as uppercuts cannot be blocked. Dodge (see below) or duck to cope with this
type of attack.
Depending on your opponent, you may need to guard yourself at all times.
DODGING--To avoid your opponent's punch by moving your body left or right.
DODGE LEFT = Press Left on the +Control Pad.
DODGE RIGHT = Press Right on the +Control Pad.
If you continue pressing left or right on the +Control Pad, you will continue
dodging for a longer time than if you only press and release. If you press
the opposite direction, you return to center position.
While dodging, you cannot punch.
DUCKING--To avoid your opponent's punch at your head by ducking your body.
DUCK = Press down on the +Control Pad.
Like dodging, you can continue ducking for a long period if you do not
release the key. Press Up on the +Control Pad to return to the neutral
You cannot duck a Body Blow.
While ducking, you cannot punch.
NOTE: Depending on your opponent, dodging may not be effective. Ducking out
of the way might be the only effective defense. To avoid your opponent's
punch effectively block, dodge or duck depending on the situation.
There are four kinds of punches. Each of them uses combinations of the left
and right punch buttons and the +Control Pad.
LEFT JAB = Press Up and the Y Button to direct a punch from your left glove
to your opponent's face.
RIGHT JAB = Press Up and the B Button to direct a punch from your right glove
to your opponent's face.
LEFT BODY BLOW = Do not press any direction and the Y Button to direct a punch
from your left glove to your opponent's body.
RIGHT BODY BLOW = Do not press any direction and the B Button to direct a punch
from your right glove to your opponent's body.
Your Opponent can usually block your punch, unless you aim where his gloves
During Power-Up (see Page 9), your gloves will flash and the speed of your
punches will increase.
Depending on your opponent's current stance and how his guard is held, only a
left or right punch aimed to the head or body can hit him. Watch your opponent
closely and use the correct punch.
When the (S mark) flashes, you can use any of the four powerful Knock Out
Punches by combining the Knock Out Punch Button and the +Control Pad.
UPPERCUT = Press Up and the A Button to direct a KO punch to the head.
RAPID UPPERCUT = Press Up and the A Button twice to begin rapid punching to
HOOK = Do not press any direction and the A Button to direct a KO Punch to the
RAPID HOOK = Do not press any direction and the A Button twice to begin rapid
punching to the body.
When a normal punch (Jab or Body Blow) hits the opponent, the Power Meter at
the bottom of the screen will increase. When the Power Meter is full, the S
mark will begin flashing. Only then can you use a Knock Out punch.
When you are hit by your opponent's punch, your Power Meter decreases and you
become unable to use a Knock Out punch.
Knock Out punches have a slight delay. However, they are a powerful enough to
penetrate your opponent's guard.
If you quickly press the A Button (Knock Out Punch Button) twice, you can use
the Rapid Punch (turbo Knock Out Punches!). This attack has less power than
a normal Knock Out Punch, but you can continuously hammer on your opponent at
high speed until they can either block your punches or dodge.
During Power-Up, Knock Out Punches also will increase in power.
-----THE GAME PLAY SCREEN-----
This will decrease rapidy as time progresses. (The initial value differs
depending on the circuit.)
This increases with each connecting punch or when your opponent is knocked
down. After the match, the Score Calculation Screen displays what type and
how many of your punches hit your opponent. You will earn an extra continue
for every 50,000 points.
The match starts at 0'00"00 and finishes 3'00"00. After three mintues have
passed, the match is automatically over. If you have not won the time is over,
your opponent automatically wins. You cannot win by judgment.
CORNER MAN'S COMMENTS
Yoru opponent's corner man will occasionally call out instructions or
words. These are special instructions for your opponent. When these are
displayed, your opponent will act according to the instruction. You have no
corner man calling out instructions and must fight on your own.
These display your stamina and your opponent's stamina. When hit by a punch,
your stamina decreases. When you hit your opponent, you regain a little
stamina. When you have no stamina (the meter is all blue), you will fall down.
The stamina your opponent regains after being knocked down depends on how fast
you knocked him down and how much damage you have received. A quick knockdown
will cause your opponent to recover less stamina. This is ture for yourself
When you are knocked down, if you keep pressing buttons (except the SELECT and
START buttons), you will stand up more quickly and will regain an little more
While you opponent is knocked down, if you keep pressing the buttons (except
the SELECT and START buttons), you will regain some stamina.
When you knock down your opponent using a Knock Out Punch, your opponent will
regain less stamina when he stands up.
POWER METER & KNOCK OUT PUNCH MARK
When you hit your opponent, your Power Meter increases. If you are hit by
your opponent's punch, your Power Meter will decrease. If you are knocked
down, it will empty.
When the Power Meter is at maximum, the Knock Out Punch Mark will start flashing
and you can use a Knock Out Punch.
To use a Knock Out Punch, your Power Meter must be at maximum.
Your power builds as the time passes. As it does, the background color
behind the face at the upper left corner of the screen turns from blue to
green to yellow and finally to red. When the power is at maximum, the
background will begin flashing. While flashing, you are in the Power-Up
condition. While Power-Up, your normal punches have more speed and Knock
Out Punches have more power. During Power-Up, your gloves will also flash.
When your power is at maximum it will remain that way even if knocked down.
However, if knocked down after Powering_up, your power will be lost.
In the defaul setting, Power-Up begins automatically when your power is at
maximum and you throw a punch. You can change the setting from Auto to Manual
in the Button Setting Mode. Manual Power-Up lets you choose when to start
Power-Up with the push of a button when your power is full (when the background
-----RULES & ADVICE-----
NINTENDO VIDEO BOXING ASSOCIATION RULES
-Matches are three minutes in length.
-If a fighter is knocked down and cannot stand up before the count of ten, it
is a Knock Out (KO).
-If a fighter is knocked down three times in one match, it will be ruled a
Technical Knock Out (TKO), and the other fighter will win.
-If neither fighter is knocked out before time expries, the match is over and
the challenger automatically loses.
-There are no illegal moves or punches.
-If you lose, you can rematch as many times as you have continues left. You
will earn an extra continue every 50,000, 100,000, 150,000 and 500,000 points.
Once out of continues, you must re-challenge all boxers in your current circuit.
ADVICE (HOW TO WIN THE MATCH)
It isn't effective to throw punches without thinking, especiall when fighting
with the higher ranked fighters. Look for the ways to score a knock out while
losing as little energy as possible.
Watch your opponent's movements closely. Most opponents will telegraph thier
intentions before attacking.
Dodge & Punch and Duck & Punch are the most basic combinations. Try to avoid
your opponent's punch and quickly throw a punch of your own. If your timing
is perfect, your punch will often cause your opponent to become dizzy and drop
his guard. This is the best chance to use punch combinations.
Try to minimize the damage you receive. Try to build up your Power Meter and
keep it at maximum so that you can use a Knock Out Punch at any time.
Do not be careless after you knock down your opponent. When you opponent
stands up, he might come at you with a special attack.
Although you should be paying attention at all the times during the match,
be extra careful when instructions are called out from the opponent's corner
man. The comments are different for each fighter. There are mainly two types
of instructions, one is about how to fight, the other is about specific
attacks. Some corner men will call out more than one instruction for their
fighter. (However, no more than one instruction is displayed at a time.)
Try to fight with purpose, not by chance. When your opponent is knocked down
in an unexpected way, or when your punch hits your opponent with unexpected
timing, try the same attack many times again. You might find a pattern that
will severely damamge your opponent.
WVBA MINOR CIRCUIT--
Stats: Ranked #3. From Paris, France.
Age 56. Weight 110 lbs.
Born in Paris, Gabby Jay originally was a waiter at a small cafe near the
Eiffel Tower. One day something smapped and he felt the need to become a
professional boxer. After graduating from the Glass Joe Boxing School
(By Ko'ing Glass Joe- His one win) He entered the professional circuit.
Stats: Ranked #2. From Saskatoon, Saskatchewan, Canada.
Age 32. Weight 440 lbs.
Originally a carpenter, Bear Hugger grew up beating up on all the animals in
the forest. His favorite however was his pet grizzly bear. The bear was his
closest rival until leaving Saskatoon to begin his pro carrer. Bear Hugger
will be happy to teach you the necessity of ducking.
Stats: Ranked #1. From Havana, Cuba.
Age 25. Weight 170 lbs.
After losing his home during a terrible storm, Piston Hurricane hit the streets
of Havana. When the opportunity to turn pro came along, He was gone like the
wind. Learning to block your opponent's punches is your key to success with
Stats: Ranked Champ. From Istanbul, Turkey.
Age 36. Weight 240 lbs.
As Minor Circuit Champion, Bald Bull has had a long and illusrious carrer.
His infamous Bull Charge can be devastating, don't blow your chance to stop it.
WVBA MINOR CIRCUIT--
Stats: Ranked #3. From Kingston, Jamaica.
Age 26. Weight 140 lbs.
Thought to be boxing under an assumed name, Bob Charlie likes to show off as
he boxes. Before leaving Jamaica, he was crowned the Jive King of Kingston.
Stats: Ranked #2. From Hong Kong, China.
Age 22. Weight 130 lbs.
Trained as a kick boxer, Dragon Chan is not afraid to use any type of offense
he knows. His corner man refuses to speak in anything but his native tongue.
What can he be saying?
Stats: Ranked #1. From Mexico City, Mexico.
Age 29. Weight 240 lbs.
After being banned from professional wrestling for spitting an unknown substance
at his opponents that caused them to become disoriented, Masked Muscle earned
the dubious titles of amigo to none and crown prince of the cheap shot.
Stats: Ranked Champ. From New York City, U.S.A.
Age 30. Weight 270 lbs.
With his powerful punches and ever temper, Mr. Sandman, confidently reigns as
champion of the WVBA Minor Circuit. Often in the habit of holding back, he
waits until he's in danger of losing a match before unleashing his full arsenal
of punches. When he does though, it just may be "Lights Out".
WVBA WORLD CIRCUIT--
Stats: Ranked #3. From Dublin, Ireland.
Age 23. Weight 160 lbs.
Aran's mother insisted upon spelling his name in an untraditional fashion.
From the time he entered school and all his classmates learned of this, he
was subject to endless teasing. Unwilling to take it, especially when mention
was made of his mother, he grew up to be the unrelenting scrapper he is today.
Stats: Ranked #2. From Osaka, Japan.
Age 19. Weight 120 lbs.
Afer being trained as a youth in Nihon Buyo (A from of Japanese ballet),
eike Kagero learned to box to defend himself. He is not afraid to use his
quick speed and dance moves while boxing.
Stats: Ranked #1. From Milan, Italy.
Age 27. Weight 370 lbs.
Originally an opera signer, Mad Clown joined the circus after suffering a
nervous breakdown. After tiring of the nightly performances of juggling and
attempting to drive a car that was much too small for him, he turned to boxing.
Super Macho Man
Stats: Ranked Champ. From Los Angeles, California, U.S.A.
Age 28. Weight 230 lbs.
The champion of the WVBA World Circuit describes himself as a mere two hundred
and thirty pounds of lean, mean, fighting machine. When not boxing, Super Macho
Man can be found training on the beach at Venice.
WVBA SPECIAL CIRUIT--
Stats: Ranked #3. From London, England (U.K.)
Age 20. Weight 150 lbs.
Narcis Prince proudly wears his sweater marked with a larger "V" for the victory
he is sure will be his after boxing in his next match.
Stats: Ranked #2. From Beijing, China.
Age 78. Weight 100 lbs.
Although he may hobble to the ring with the aid of his cane, do not judge
lightly the abilities of the old man from Beijing. During his many years
of boxing, he has learned all the tricks and is not afraid to use them.
Stats: Ranked #1. From Unknown.
Age Unknown. Weight 210 lbs.
Rick, one of the Bruiser Brothers, has won every boxing match he has ever been
known to fight in save one. For this one defeat he secretly wishes revenge and
practices on any fighter foolish to challenge him.
Stats: Ranked Champ. From Unknown.
Age Unknown. Weight 210 lbs.
Nick, the older of the Bruiser twins has never been known to lose ta fight.
While it is true that he has only fought Rick the one time, it had to take
place. Only one of them could be the champion of champions. Since winning
that fight, he has vowed never to lose his title.