PANZA KICK BOXING Typed by SIDEWINDER of LSD. KICK BOXING THE FIGHTING SPORT Kick Boxing is a fighting sport where the fighter use both foot and fist. Thai Boxing, French Boxing and Full Contact are three other sports belonging to this same family. Actually, great champions like Andre Panza are most of the time familiar with those different boxing categories. Kick Boxing is a quite recent sport. Its main characteristic is the high efficiency of its technics and the knock out is usually the fatal issue of the fight. The 'ADVANCED' chapter shows you the difference between Kick Boxing and the other fighting sports. You will have the possibility of playing according to the rules of French Boxing, Full Contact (in PANZA KICK BOXING), and even English Boxing, this is only by selecting some fist technics. ANDRE PANZA KICK BOXING WORLD TRIPLE CHAMPION You do not become Kick Boxing world triple champion and French Boxing Europe double champion just because of good luck. University graduate in Judo and English Boxing, Andre Panza is International Coach and Technical Manager of a league in Kick Boxing. He also won the Golden Katanas in 1989 and 1990. A high style fighter as well as a devastating puncher, he is good at everything and often has to fight in different categories in order to find opponents who do accept to challenge him. What more is there to say about this great champion except that the school he manages, LA PANZA GYMNOTHEQUE, gives to France and Europe an impressive number of new champions, because he knows how to train them. COMMANDS MOVING IN A MENU You have 2 ways of moving in a menu. A - Use the joystick + the fire button to validate your choice. B - Use the keyboard (the keys of the numeric keypad) + the RETURN key or the space bar to validate your choice. MOVING DURING A FIGHT During a fight, the joystick allows you to hit 13 different blows and to move in different directions: forward, backwards, turn around and parry position. You just have to move the joystick in the corresponding position. AVAILABLE POSITIONS WITHOUT HOLDING THE FIRE BUTTON: HIT B | HIT A | HIT C \ | / \ | / \ | / BACKWARDS------ ------FORWARD / | \ / | \ / | \ HIT D | HIT E | TURN AROUND AVAILABLE POSITIONS WHEN HOLDING THE FIRE BUTTON: HIT E | HIT F | HIT H \ | / \ | / \ | / HIT I------ -------HIT J / | \ / | \ / | \ HIT K | HIT M | HIT E FUNCTION KEYS F1: Start the VCR during a fight F2: Pause F3: Run the game again ESC: Quit RE-INITIALIZE YOUR COMPUTER To re-initialize your computer press CTRL A A To make the directions easier to follow, we mainly mention the Joystick function, but all the manipulations are possible with the keyboard. In case a second joystick is plugged to the mouse port, this one is not mentioned in the menus. TO PLAY RIGHT AWAY 1: To start the fight, press the fire button: this will select the COMBAT icon by default. If you do not press any key or do not start any action, a preview will automatically begin after a few seconds. 2: After some advice from the referee, the fight begins. You are the boxer on the left side. To strike a blow at your opponent, move the joystick: each movement you give to the joystick corresponds to a blow or position (refer to chapter 'SELECT HITS' to see all the possibilities). 3: If a boxer is knocked out, it is the end of the fight and you have to go back to the main menu. If you go through the first round, you have 2 rounds till the end of the fight. If you wish to stop the fight or the preview, just press the ESC key. MENU PREVIEW The preview gives you a demonstration of a Round. This can help you evaluate the strength of a boxer before confronting him. The preview starts automatically after a few seconds of inaction while the main menu is still on the screen. SELECTING YOUR COMMAND This option allows you to define the configuration of the commands available to you during the game. With the joystick or the keyboard, you can play against a human opponent or against the computer. In both cases, several commands exist. EXAMPLES: JOY 2 AMIGA - One player against the computer. JOY 2 JOY 1 - One player against another player. KEYBOARD JOY 1 - One player against another player. KEYBOARD AMIGA - One player against the computer. NOTE: Joystick 1 is plugged into the mouse port and you cannot use it to select your choices. PHYSICAL SHAPE Each boxer has a 'physical shape' capital. At the beginning of the game, the 8 boxers reserved to the player benefit of the same capital. This capital consists of 3 rubrics that define a boxer's characteristics. The more value a rubric has, the better your boxer is. These rubrics are: STRENGTH: The stronger a boxer is, the more efficient his blows are. RESISTANCE: The more resistant a boxer is, the tougher it is to knock him out. REFLEX: The more reflexes a boxer has, the better his parry positions are. All the boxers are professional. Each of them has a value estimated in DOLLARS. OTHER BOXERS Each time you press the fire button of the joystick, the program proposes to you a different boxer. If you press and HOLD the fire button, the physical qualities of this new boxer appears on the screen. COMPUTER BOXERS BOXER 1 NAME: WEAK FIRST NAME: DOM AGE: 31 STRENGTH: 40% RESISTANCE: 25% REFLEX: 35% TROPHY: NEW YORK CITY MEDAL VALUE: $65,000 BIOGRAPHY: NEW YORK, USA. Former docker, he got his first boxing lesson on New York waterfronts. He just turned professional. He is now New York Champion, his opponent having withdrawn from the fight. BOXER 2 NAME: ROCKY FIRST NAME: C.B. AGE: 29 STRENGTH: 45% RESISTANCE: 60% REFLEX: 40% TROPHY: CALIFORNIA STATE GOLDEN MEDAL VALUE: $100,000 BIOGRAPHY: CHICAGO, USA. Cook in a northern suburb fastfood, he quit his job for KICK BOXING and the hot atmosphere of the rings. He has 15 years of English Boxing behind him. See for yourself! BOXER 3 NAME: TEDDY FIRST NAME: FRED-ALAN AGE: 25 STRENGTH: 40% RESISTANCE: 90% REFLEX: 30% TROPHY: UNITED KINGDOM CHAMPION CUP VALUE: $105,000 BIOGRAPHY: LIVERPOOL GB. Raised in a family of soldiers, his interest for the fighting sports started at a very young age. After his military service, he turned professional. He is a rapid and powerful boxer. BOXER 4 NAME: CASANOVA FIRST NAME: ALDO AGE: 27 STRENGTH: 65% RESISTANCE: 75% REFLEX: 55% TROPHY: EUROPE CHAMPION CUP VALUE: $150,000 BIOGRAPHY: PALERMO SICILY. He began KICK BOXING very young to defend the interests of his uncle's pizzeria. He has a nice style and an excellent resistance. BOXER 5 NAME: PANTHER FIRST NAME: TURBO DIESEL AGE: 25 STRENGTH: 75% RESISTANCE: 80% REFLEX: 85% TROPHY: USA EAST COAST CHAMPION CUP VALUE: $500,000 BIOGRAPHY: DENVER USA. At the age of 15, he discovered boxing in a disco club of the 8th Avenue. KICK BOXING doesn't have any secret for him. He is a specialist of the 'jumping kicks'. BOXER 6 NAME: BULLDO MAN FIRST NAME: JO AGE: 29 STRENGTH: 90% RESISTANCE: 95% REFLEX: 70% TROPHY: USA WEST COAST CHAMPION CUP VALUE: $650,000 BIOGRAPHY: LAS VEGAS USA. Former Security Guard at the Ceasar's Palace he is now fighting on its ring. He strikes most powerful and redoubtable blows. BOXER 7 NAME: MARVEL FIRST NAME: KICK AGE: 32 STRENGTH: 90% RESISTANCE: 90% REFLEX: 90% TROPHY: USA BELT CHAMPION VALUE: 800,000 BIOGRAPHY: SAN FRANCISCO USA. Coming from a rich western family, he was boxing for fun and not for surviving. He has beautiful style and you don't hit him easily; don't let him keep you at a distance. BOXER 8 NAME: PANZA FIRST NAME: ANDRE AGE: 35 STRENGTH: 99% RESISTANCE: 99% REFLEX: 99% TROPHY: WORLD BELT CHAMPION OF KICK BOXING VALUE: $950,000 BIOGRAPHY: STRASBOURG FRANCE. The supremely all round boxer, rapid, powerful, resistant. He has everything to defeat you. Some boxers even refuse to challenge him. OPTIONS To move in the menu, use the joystick and the fire button. CHARACTERISTICS OF THE BOXER ON THE RIGHT SIDE: PHYSICAL SHAPE RESISTANCE REFLEX CHARACTERISTICS OF THE BOXER ON THE LEFT SIDE: PHYSICAL SHAPE RESISTANCE REFLEX NUMBER OF ROUND: defines in how many rounds (usually between 3 and 12) a fight will be played. SAVE FIGHTERS CHARACTERISTICS: You can keep in memory the name and characteristic of your boxer so that you can use them later on. NOW: Allows you to immediately save on disk the boxer's characteristics. NEVER: Prevents you from saving on disk the data as well as the boxers' characteristics when they are modified in case of defeat or victory. IF PROGRESSING: Allows you to save the data when: you improve your fighting skills you win a trophy you change your blow section ALWAYS: Allows you to save a data as soon as you modify it. BACK TO A BOXER' CHARACTERISTIC: Allows you to get back to the initial characteristic of your boxer: his starting percentage, his trophies, and his name. CHANGE THE NAME OF A BOXER: Select the name you want to change with the joystick then, validate your choice with the fire button. To enter a new name, use the joystick: UP/DOWN to modify a letter, RIGHT/LEFT to change the cursor position in the word. To quit, press the ESC key, or type the name on your keyboard and press RETURN to quit. BACK TO MENU: Return to the boxer's menu. TRAINING SESSION The training sessions help a boxer to better his physical capacities. You are going to improve your RESISTANCE by practising skipping-rope, your STRENGTH with weight lifting and your reflex by kicking moving targets. Thanks to those exercises you are going to be the best. To practice skipping-rope, use the joystick. Move it from right to left, several time per second and hold on to that rhythm for 30 seconds. To practice weight lifting, use the joystick. Move it in every direction as fast as possible. To practice kicking on mobile targets, use the joystick to hit the upper target, the middle target and the lower target. If your training session has been efficient, your physical shape percentages will increase. MATCH To start the fight, just select the MATCH option with your joystick and press the fire button. After a few seconds the fight begins. If there is too much difference between the two boxers levels, the program will automatically refuse the fight. Before the fight, a POM POM GIRL indicates the round number. To erase her from the screen, just press the fire button. SELECT HITS (This option isn't available on 512k machines) The boxers can select 13 KICK BOXING blows among 55 blows available in the game. You can action either one by using the joystick or the keyboard. Technically, we could have given you direct access to the 55 blows but that would mean very complex combinations of the positions of the joystick. So to make things easy, we chose the simple and easy to use solution. The limitation to 13 blows allows an immediate access to the technique you want to use, that means more rapidity and precision in your performances. On the SELECT HITS screen page you can see: On the left, 9 squares with the different available blows. On the right, different menus from which you can select a blow. THE 9 SQUARES Scrolling through the 55 blows: Joystick to the left or the right when pressing the fire button. Select a hit: With the joystick (and without pressing the fire button), position the boxer in the red pants in the square of your choice and press the key corresponding to the position of the joystick. Examples of a position: Key B corresponds to the upper position of the joystick without pressing the fire button. MENU 1 The menu including the A.B.C.D.E keys shows the position of the joystick when the fire button is not pressed. MENU 2 The menu including the F.G.H.I.J.K.L.M keys shows the position of the joystick when the fire button is pressed. OPTIONS The X option allows you to see all the selected blows. As long as you press the X key, you see the MENU 1 positions and the message F0 appears in the central square. When you release the X key, the MENU 2 positions appear on the screen the F1 message in the central square. No changes occur on the screen until you press another key. The Y option allows you to quit the selection without any modification. The Z option allows you to validate your selection. NOTE: You cannot modify the selection of the boxer's blows ran by the computer. Some of the positions are not available :RIGHT,LEFT,DOWN. These are moving and parry positions already determined by the computer. EXAMPLE OF A SELECTION EXAMPLE: You wish to assign blow #10 to the upper position of the joystick, without pressing the fire button. Move the joystick to the RIGHT when pressing the fire button. The second screen of blows appears. Move the boxer in the red pants to the square number 10 without pressing the fire button. Now that you have selected your blow, press the B key corresponding to the upper position of the joystick. Blow number 10 is now assigned to the upper position of the joystick. Proceed the same way for each blow you wish to modify. To get some training and become familiar with your new selection, you can fight a boxer who doesn't defend himself. Just follow the example: If you have boxer A with joystick 1, choose to fight boxer B (using the keyboard) and don't touch the keyboard. Boxer B will be your Sparing Partner. LIST OF THE 55 BLOWS AVAILABLE TO YOU IN THE MENU SECTION: POSITIONS BLOW No 00: Parry position REAR LEG BLOW No. 01: High back round kick BLOW No. 02: Low back round kick BLOW No. 03: Middle back round kick BLOW No. 04: High jumping back side kick BLOW No. 05: High jumping back round kick BLOW No. 06: High jumping back round kick (facing hips) BLOW No. 07: Low front kick BLOW No. 08: Middle front kick BLOW No. 09: High front kick BLOW No. 10: Axe kick BLOW No. 11: Jumping axe kick BLOW No. 12: Middle jumping front kick BLOW No. 13: Jumping side kick BLOW No. 14: High hook kick BLOW No. 15: 'Going up' kick BLOW No. 16: Low round kick BLOW No. 17: Middle round kick BLOW No. 18: High round kick BLOW No. 19: Middle jumping round kick BLOW No. 20: High jumping round kick BLOW No. 21: High side kick BLOW No. 22: Middle side kick BLOW No. 23: Low side kick PUNCHING BLOW No. 24: Plunging hook BLOW No. 25: Uppercut BLOW No. 26: Straight right to the face BLOW No. 27: Middle straight right BLOW No. 28: Middle straight right straight left BLOW No. 29: Right hook to the face BLOW No. 30: Straight left to the face BLOW No. 31: Left hook to the face BLOW No. 32: Back fist BLOW No. 33: Left swing right swing, with back fist FRONT LEG BLOW No. 34: Back round kick (facing hips) BLOW No. 35: Middle back side kick BLOW No. 36: Jumping axe kick BLOW No. 37: Middle jumping front kick BLOW No. 38: Low front kick BLOW No. 39: Middle front kick BLOW No. 40: High front kick BLOW No. 41: Middle round kick BLOW No. 42: Hook kick to the face BLOW No. 43: 'Going up' kick to the face BLOW No. 44: Jumping 'going up' kick to the face BLOW No. 45: Jumping round kick BLOW No. 46: Low round kick BLOW No. 47: High round kick BLOW No. 48: Middle round kick BLOW No. 49: High round kick with change of parry position BLOW No. 50: Middle round kick with change of parry position BLOW No. 51: Low round kick with change of parry position BLOW No. 52: Middle side kick BLOW No. 53: Low side kick BLOW No. 54: High side kick BLOW No. 55: Middle side kick while moving We didn't keep the technical terms referred to those blows that you hear in the clubs. We chose names easy to remember for the novice players. Those technical names you hear in the boxing clubs have French, English and Japanese origins: KAKATO, YOKO GERI, BACK FIST, FRONTAL... GRADING There are two ways of grading: One in DOLLARS, reflecting the strength level of a boxer. It is determined according to the values in DOLLARS, which is itself calculated according to the boxer's STRENGTH, RESISTANCE and REFLEX. The other, according to the trophies. If you have one or several trophies you automatically appear in the trophies classification. MATCH INFORMATION DISPLAY It consists of a chronometer and two light ramps located above the ring. The CHRONOMETER indicates how long you have to fight before the end of the round. We reduced the time of a round to one minute, but in reality, a round lasts 2 minutes. Each light ramp is placed above a boxer. The lit one indicates which boxer is leading the game. This is why luminosity will vary according to the blows hit during the fight. There are 4 projectors on each ramp, and each projector has 3 different intensity of lighting YELLOW: Maximum lighting = maximum physical shape ORANGE: Medium lighting = medium physical shape BLACK: Null lighting = null physical shape When the 4 projectors above a boxer are black, it means the boxer is knocked out and loses the fight. STRIKING A BLOW To strike a blow, just move the joystick in one of the 13 available positions. The blow corresponding to the chosen position is automatically stricken. To see the different available positions, refer to the COMMANDS and SELECT HITS chapters. HITTING YOUR OPPONENT To make sure that your blow hits your opponent, one of your attacking zones (fists, feet, tibias) must touch a non-protected and sensitive part of your opponent's body (head, torso, thigh). So, if you are too close to your opponent or too far from him, your kick will miss its target. A circular kick will hit your opponent if he stands in the trajectory of the blow. For example - you are behind your opponent (closer to the ropes than he is) and you strike a circular kick aiming to the back of the ring: your circular kick will have few chances to touch your opponent. On the other hand, if your circular kick is aimed at your opponent (to the front of the ring) the chances are your kick will hit him. So, for your blow to hit your opponent, you must stand to the right position when you start your blow (not too close, not too far), and your blow must hit a non-protected and sensitive part of your opponent's body. PARRY AND DODGE To parry a blow you must move the joystick in the down position without pressing the fire button. Depending on his REFLEX percentage, your boxer will then choose a more or less efficient parry position. If there is no attack, he automatically chooses a parry position. When a boxer reaches a good level, he chooses quality parry positions, like a professional: dodge, duck, block... BLOW When you strike a blow, some parameters will define its quality: STRENGTH of the attacker RESISTANCE of the opponent POWER of the blow HEIGHT of the blow Scores are precisely kept according to those parameters. The variants in the projectors lightning reflect a boxer's vitality. When the projectors of a boxer are off, this boxer loses the fight. It is also possible that after a blow on the head, a boxer falls to the ground and loses some vitality. RECOVERY It happens automatically at the end of each round. In the game, recovery time is of 30 seconds and it allows the boxer to regain strength. Recovery is also possible during a fight when there is no attack or when a boxer falls to the ground. CLINCH When two boxers fight too close from one another, sometimes they clinch. The referee must then separate them. TURN AROUND It may happen that after a blow you find yourself turning back to your opponent; it is essential to turn around in order to go on fighting. You have two ways of executing this turn: the first one is to totally loosen the joystick which will automatically get back to its neutral position and this will give to the program the instant order to turn. The second way is to move the joystick in the down position without pressing the fire button: the turn is immediately performed. UMPIRING The referee's office is to oversee the proper behaviour of the two fighters. He stops the fight when one of the boxers strikes the same blow in succession. Varying your blows is one of the essential conditions for a quality fight. When, after a sweep, a boxer falls down to the ground without being hurt, the referee stops the fight to allow him to get back up. If a boxer is knocked out, the referee counts up to 8 to give him time to regain consciousness; if a boxer is not able to fight again within the required time, the referee counts up to 10 and proclaims the other fighter the winner. END OF THE MATCH At the end of the last round, the boxer with the more lit projectors wins the fight. If the loser has one or several trophies, the winner gets the smaller of these trophies. If the fight was not that easy to win (too much difference between the two fighters), the STRENGTH, RESISTANCE, REFLEX parameters of the winner will be increased. This way he is progressing in the classification and another title is added to his prize-list. A Pom Pom girl shows his trophy to the winner. The loser's parameters automatically decrease. VCR As soon as the fight begins, you can start on the VCR by pressing F1. The Logo o_o appears on the left side of the screen. The VCR is taping the round. At the end of the round, the colours turn red to simulate a picture taped on a VCR. Now you can see the tape. From the neutral position of the joystick (pause) Re-winding the tape: JOYSTICK moved once to the left Slow motion: JOYSTICK moved once to the right Play: JOYSTICK moved twice to the right Fast motion: JOYSTICK moved three times to the right Pause of the VCR: JOYSTICK moved up or down So, each move you give to the joystick corresponds to a specific function of the VCR. To quit the VCR option, press the fire button or the space bar. INTERNATIONAL REGULATIONS OF KICK BOXING Rules and Regulations of World Kick Boxing Association. RULE 1 AUTHORITIES The regulations listed in this document constitute the official law of the W.K.A and must rule the world kick boxing organization. The W.K.A will nominate official representatives who will assume these law constraints. RULE 2 THE RING The dimensions of the ring, its equipment and its fighting surface must be approved by the officials in service. RULE 3 THE ROUND Male: World Championship 12 x 2' Europe Championship 10 x 2' France Championship 7 x 2' Female: World Championship 10 x 2' Europe Championship 7 x 2' France Championship 5 x 2' In C division, the fights have three rounds of two minutes each for men, three rounds of one minute thirty seconds each for women. In B division, fights do not have more than five rounds of two minutes each, for both men and women. In A division, fights have more than five rounds for the men, more than three for the women. Recovery time between the rounds is always of one minute. RULE 4 THE FIGHTER BEHAVIOUR AND EQUIPMENT 1) A fighter must be neat and have good appearance. Only the organization will judge whether or not the facial appearance of a boxer is regular (moustache, beard, etc...), whether or not the length of his hair can bother him during the fight (obstructing his view, modifying his behaviour...). Excessive use of vaseline or other substances is forbidden. 2) The referee or the officials can require from the fighter to have a correct appearance that is, to be correctly shaved, washed or dressed. FIGHTERS EQUIPMENT -Foot-gear -Gloves -Bandages -Leg-gear -Mouth piece -Box Fist gear and foot-gear must be approved by the W.K.A and are compulsory. Wearing leg-gear during the fight is authorized but optional; they must not be made of any rigid material. Male fighters must wear a plastic or aluminium box, sustained by an elastic band. An abdominal protection is also authorized. Women must wear breast-gear; plastic is authorized. Every fighter must wear a mouth piece, approved by the organization. To hold their hair, women may wear a cap approved by the organization. RULE 5 WEIGHT CATEGORIES MALE Fly-weight -52kgs Bantam-weight -53kgs 500 Feather-weight -57kgs Super feather-weight -59kgs Light-weight -61kgs Super light-weight -63kgs 500 Welter-weight -67kgs Super welter-weight -70kgs Middle-weight -72kgs 500 Super middle-weight -76kgs Heavy-light weight -79kgs Super-heavy light weight -83kgs Half-heavy weight -86kgs Heavy-weight -95kgs Super-heavy weight +95kgs FEMALE Flea-weight -48kgs Fly-weight -50kgs Super-fly weight -52kgs Feather-weight -55kgs Super-feather weight -57kgs Light-weight -59kgs Super-light weight -61kgs Welter-weight -63kgs Super-welter weight -67kgs Half-heavy weight -70kgs Heavy-weight +70kgs RULE 6 THE OFFICIALS Every fight must be supervised by: -1 referee -3 judges plus one rotating judge -1 scoring board -1 chronometer -1 physician -1 supervisor from organization A speaker can be provided. The organization must determine in advance the part played by each official and the qualifications he has. RULE 7 UMPIRING 1) The referee will be in charge of supervising the fight. He, or she, will see that regulation is respected and will keep an eye on the safe-conduct and fair-play of the fighters. 2) Before the fight, the referee must check on each boxer's coach and assistant names who will be in charge during the game. A maximum of two persons is authorized in the corner of the ring. 3) Before each fight, the judges, the referee, the fighters and their helps must have a meeting. RULE 8 THE JUDGES The judges will be placed on the sides of the ring, at a spot chosen by the organization. They will work in collaboration with the referee and will be in charge of counting the points marked during each round of the whole fight. RULE 9 THE PHYSICIAN 1) An approved physician will be placed on one side of the ring. No fight can take place without the presence of a physician. He cannot leave before the end of a fight. In case of emergency, he must be ready to intervene and give the fighters the necessary medical cares if they are wounded even lightly. 2) If a boxer is wounded, the coach or his assistant cannot take any decision without the physician's opinion. When the physician intervenes time is deducted. RULE 10 THE FIGHT The fight starts when the bell rings the first round. It ends when the bell rings the last round. Except the referee and the fighters, no-one is admitted on the ring during the fight. RULE 11 DISHONEST BEHAVIOUR During the fight, any non-sportive or dishonest behaviour will be penalized by the referee and will involve punitive sanctions decided by the umpiring board. A fighter with a dishonest behaviour during a fight will get a warning from the referee and points will be deducted from his score. A dishonest behaviour can involve the disqualification of a fighter and his immediate suspension. His cash bonuses will be withheld. The organization will notify by writing its decisions concerning the cash bonus and the penalty. Examples of dishonest behaviour: -Spitting, biting or speaking rough language on the ring. -Striking blows with the head, the knee, the shoulder; bludgeon striking with one or both hands. -Aiming the eyes with the thumbs of the gloves. -Hitting any part of the back, except when the opponent is making a revolving movement (for the women, also hitting the breast). -Deliberate use of the whiplash. -Hitting with the wrist or with an open glove. -Hitting irregularly the knee or below the belt. -Holding your opponent with one hand while hitting him with the other hand. -Climbing on your opponent's foot or leg, or gripping them. -Holding your opponent's leg or climbing on one of his foot to keep him from kicking you with his other leg. -Gripping any part of your opponent's body for any reason. -Attacking your opponent during the break. -Attacking your opponent after the bell rings the end of the round, or when he has left the ring. -Deliberately pushing your opponent outside of the ring. -Making your opponent fall to the ground using irregular methods. -Hitting your opponent when he is on the ground, or when he is getting up. -Falling down to the ground without being hurt. -Any non-sportive action that would wrong your opponent. RULE 12 THE FORBIDDEN KICKS All the low level side kicks: Ex: French boxing (Chasse bas) Karate (Yokogueri) 1) All kicks in the legs (internal and external face) are authorized including sweeps. Sole restriction: low side kicks, low back kicks and kicks on the knees. 2) Kicks aiming at the knee or at the hip, back-handed blows, all are prohibited and are counted as faults. RULE 13 When a boxer, intentionally and for an extended period, refuses to get into the fight or keeps holding on to his opponent, he gets an immediate warning from the referee. If he sticks to this attitude after the warning, the referee will determine the points he will deduct from the boxer's score. If he repeats the same passive tactic during the same round or in the following rounds, the boxer can be considered as guilty of fault and will get a penalty. In a fight with no title at issue, the referee must stop the fight and the chronometer when a fighter loses his mouth-piece. The referee will have to rinse the mouth-piece and replace it in the boxer's mouth. No boxer is allowed to fight without this protection. If he does, it will be considered as a fault and will be penalized. In a fight with a title issue, the fight will not be stopped if a boxer loses his mouth-piece. RULE 14 BLOWS LEADING TO ACCIDENTS 1) If a fight is stopped because of an accident caused by a fault, the referee has to decide whether or not the wounded boxer can go on fighting. The referee can ask for the physician's assistance. If the boxer is not seriously wounded, the referee must restart the fight after a reasonable lapse of time. 2) In case of an accident caused by a fault and if the referee declares the boxer unable to go on, the fight is over. The official in charge of counting the points will have to calculate the total of each score with all the penalties deducted. If the score of the wounded boxer is declared inferior by the majority of the judges, the match will be declared a draw. If it is declared superior, the referee will declare the wounded boxer winner by technical decision. 3) If an accident occurs during the first round and the fight has to be stopped, the referee declares the match a draw. RULE 15 STOP THE MATCH 1) The referee has the power and the duty to stop the fight whenever he wants during the competition if the fighters (male or female) don't respect the rules, the fighting area, or if one of them is physically inapt to go on fighting. In any case, the remaining boxer will be declared winner by referee decision. 2) If both fighters are in a bad physical shape (with a danger of serious wounds), the match will be declared unacceptable. 3) If a fighter has been hurt by a regular or irregular blow, the wound might get worse if he goes on fighting. In that case, the referee must ask the physician to examine the boxer; the diagnosis will allow to determine whether or not the boxer can fight. The chronometer will stop during this intervention. 4) Only the physician and the referee can momentarily or definitely stop the match in case of: wounds, accidents, material damages. Other cases: throwing up the sponge, knockdown, knockout, evident differences of level. RULE 16 When the referee thinks the boxers don't fight honestly (fake K.O or fake blows), he can stop the match and declare the end of the fight. In that case, the judge can require an investigation on both fighters and suspend them till the Organization comes to another decision. RULE 17 1) No fighter can leave the ring during the recovery time. If a boxer refuses to fight when the bell rings the next round, the referee declares the opponent winner by technical knockout. 2) If the referee thinks the circumstances wrapping the end of the fight demand disciplinary actions or an investigation, no final decision will be taken. The referee will suspend the fighters and call upon the competent committee who then will pronounce its judgement. RULE 18 1) A boxer will be declared KNOCKDOWN when any part of his body, except the feet, touches the ground, or if he despairingly clutches at the ropes. 2) A boxer is not considered KNOCKDOWN if he has been pushed, thrown to the ground, or if he slipped. The referee is the only one who has the authority to differentiate a KNOCKDOWN from the incidents above-mentioned. RULE 19 COUNTDOWN 1) When a boxer is knocked out, the referee asks the opponent to stand in the neutral corner and then immediately starts to count down. He must count each passing second in a loud voice, and indicate the counting with his fingers in a visible way. 2) If a boxer is KNOCKED OUT, the referee automatically starts the count down of 10 seconds; if the boxer can stand up, he is allowed to go on fighting. The person in charge of the chronometer will give to the referee the exact interval between the seconds. The counting of the referee is the official one. 3) While a fighter is standing in the neutral corner, time of the fight will be stopped till he gets back to the fight. 4) When the fighter who fell to the ground gets up before the 10 seconds and then falls down again, the referee will start counting down from where he stopped. 5) When a fighter is still on the ground after the 10 seconds, the referee will raise his arms to indicate the Knockout and will announce to the other fighter that he is the winner. 6) If a round ends before the referee finishes counting, the count down will still go on allowing the boxer to get up if he can. 7) When two fighters fall down to the ground at the same time, the referee will count as long as one of them is still on the ground. If both fighters stay on the ground till the count down is over, the fight will be stopped and the referee will declare the match a draw. If one of them gets up before 10, he will be declared winner by Knockout if the other boxer is on the ground. If both fighters get up before 10, the round will go on. RULE 20 COUNTING UP TO 8 A boxer may get hurt but yet not fall to the ground. After sending the opponent in the neutral corner of the ring, the referee can start counting while examining the hurt boxer; once the count is over, the referee will decide whether or not the boxer can go on fighting. If he thinks he is unable to fight, he will stop the match and will declare the opponent winner by technical Knockout. RULE 21 RELAY OF COUNTING When a boxer has been hurt, the person in charge of the chronometer starts counting down from 1 to 10 while the referee sends the opponent to the neutral corner of the ring. Then the referee gets back to the hurt boxer starting the countdown from where the chronometer stopped it. RULE 22 FALLING FROM THE RING 1) Every boxer who has been pushed, ejected from the ring or who fall from the ring can be helped back on the ring by anyone except his assistant and his manager. The referee will give a reasonable lapse of time to allow the boxer to get back on the ring; after that time he will start counting down. When a boxer is outside of the ropes but still on the ring, he can immediately go back to the fighting area. But the referee may start to count down if he wishes, till the boxer gets back inside the ropes. 2) Each time a boxer goes through the ropes, his opponent must stand in the neutral corner of the ring and stay there till the referee allows him to go back to the fight. 3) A boxer who intentionally pushes or throws his opponent out of the ring will be penalized. RULE 23 CLEANING OF THE GLOVES Before a boxer who fell gets back to the fight, the referee must clean his gloves so that they get rid of any extraneous element. RULE 24 PHYSICIAN ASSISTANCE 1) At any time during a round the referee can ask the physician to examine a boxer. The chronometer will be stopped during the time of the exam. 2) If the physician thinks one of the boxers is unable to go on fighting, he can ask the referee to stop the match. RULE 25 KEEPING THE SCORE 1) The judges will keep the score of every fight and will determine the winner according to a 10 points system. According to that system, the winner of each round gets 10 points and his opponent gets less points in proportion. But the loser of a round can never get a note inferior to 7 points. If the round is judged a draw, both fighters get 10 points each. No fractional point can be given. 2) The notes will be given according to the relative efficiency of each fighter. In a round, a KNOCKDOWN always shows a superior efficiency. Nevertheless, a boxer who is knocked down because of his own lack of balance and not because of his opponent's blow, can stand up and fight with such good techniques that he wins the round. The value of a KNOCKDOWN must be equal, in points, for both fighters. 3) Usually, a sweep will not get the same score than a KNOCKDOWN. The judges will consider the technical efficiency and will reduce the score of one of the fighters. 4) When a fighter wins a round because he strikes above the belt and has an exceptional technique, he will receive an advantage of points compared with a boxer who wins a round because of superior fists technique. The LOW KICK technique below the belt has the same value in points than the fist technique. 5) A fighter who spends a whole round aggressively rushing his opponent with kicks and punches will not be as favourably judged as a fighter enduring these attacks with good defence tactics. 6) More precisely, this is the base upon which the points are given according to the following scores: a) 10 to 10 when no fighter is dominating the other with an obvious efficient superiority. b) 10 to 9 each time a fighter is obviously leading the round because of his superior efficiency. c) 10 to 8 when a fighter leads the round with his exceptional technique of hits above the belt or because his high superior efficiency which can lead to a KNOCKDOWN. d) 10 to 7 when a fighter obviously dominates the whole round by his superior technique and efficiency (performing several KNOCKDOWN...) 7) At the end of each round and at the end of the match, the referee will record the judges decisions, will transmit them to the person in charge of counting the points who will then add up the scores. If there is no majority vote, the match will be declared a draw. 8) When the officials of the Organization are through with checking and adding up the points, the final result will be made public. RULE 26 CHANGING DECISION 1) Any public made decision will be definitive and will not be changed except for the following reasons: a) Pre-agreement between two fighters that could fake the result of the match. b) Error in the addition of the judge's notations that could modify the final decision. c) Evident violation of the W.K.A regulations. 2) If one of these incidents occur during a match, the Organization will have the right to change the final decision. REGULATION OF CHAMPIONSHIP, CHALLENGE AND FIGHT RULE 27 CHAMPION TITLE 1) A title of World Champion, or European, National, Regional Champion will be determined by the Organization regarding the sex and the weight category. 2) A champion title can only be awarded in a fight organized by the W.K.A. One can lose a title: -by default -by withdrawing from the competition -by getting overweight RULE 28 CHAMPIONS 1) A fighter is declared champion when he wins a title after a fight in a specific category which has been rated by the Organization. He must also accept to put his title at stake against the possible qualified challenger. 2) The W.K.A will acknowledge the champion titles, only if they have been won during championship fights (with the required number of rounds) set up by the Organization itself, and within the following conditions: -When an acknowledged champion has been defeated while defending his title. -When there is a vacant title in a category, the most qualified challenger will be declared champion. -A vacant title in a category will be awarded during a fight between challenger No. 1 and challenger No. 2 belonging to this same category. 3) If the issue of a championship fight is a draw, the title will not be attributed and still be vacant. RULE 29 CHALLENGERS 1) A challenger has to be a fighter whose qualifications are ratified by the Organization in order to fight a champion. If he wins, he must be ready to put his title at stake in another fight. 2) The Organization will acknowledge the best challenger if he wins a ratified match (with the required number of rounds) and if the following conditions are fulfilled: The challenger has been recognized as the most qualified of the classified fighters listed and ratified by the Organization; he is also recognized for the performances he showed during the different fights. 3) A National or Continental Champion can fight against a World Champion. A Regional or a local Champion can fight against a National Champion. 4) A ratified challenger or the champion of a category can fight another ratified challenger or the champion of another category. 5) A ratified champion or a champion back from a recent period of retirement, can fight a challenger in championship. 6) A champion or a challenger coming from another boxing category (American Boxing, French Boxing...) can fight a champion or a challenger from the W.K.A of an equal stature, after approval from the Organization. RULE 30 CHAMPION TITLE AT ISSUE 1) Any challenger who fights for a title in a championship set up by an official organization must have the exact weight of his category. 2) If one hour before the match the challenger has not reached this exact weight, the Organization cancels the fight and declares the title still vacant. RULE 31 FIGHT WITH NO TITLE AT ISSUE Champions can fight in a match with no title at issue but with written authorization from the Organization. RULE 32 TITLE MANDATE 1) Every titular champion must put his title at stake in another fight after a 6 months delay maximum at a national level, one year delay maximum at an international level. 2) A champion will defend his title against the number 1 of a category, determined by the Organization. 3) The Organization can exempt a champion from defending his title in the following circumstances: -Major personal problem -Physical problem -Illness RULE 33 ILLNESS When a boxer under contract has to fight but is sick, the official representative has to make a written statement of the facts to the Organization. Nevertheless, the Organization can ask the fighter to undergo a medical examination. RULE 34 ABSENCE A boxer under contract who doesn't attend a match he is supposed to fight in, will undergo disciplinarian actions except if he took the precaution of giving, in absence, a medical certificate or a good excuse to the Organization. If no explanation is given, the Organization will declare vacant the title of the champion capable of such misconduct. SPECIAL RULES FOR THE KICK BOXING GAME Some blows available in the game are forbidden in KICK BOXING but authorized in FRENCH BOXING or FULL CONTACT. The referee doesn't penalize those 'forbidden' blows so you can easily change categories. In the game, a round lasts 1 minute; in reality, it lasts 2 minutes. The recovery time between two rounds lasts 30 seconds in the game, and 1 minute in reality. ADVANCED MAIN DIFFERENCES BETWEEN KICK BOXING AND THAI BOXING, FULL CONTACT AND FRENCH BOXING Thai boxing is a specific category. Hitting a blow with the knees is authorized as well as grabbing and throwing your opponent. These techniques are not used in the game. In FULL CONTACT you never kick your opponent in the legs; this is the main difference with KICK BOXING. FRENCH BOXING forbids axe kicks, back fists, unarmed kicks. For example, a regular round kick must go through an armed state when, in KICK BOXING, the leg can be stretched at the beginning and at the end of the movement. Kicking is authorized only with the foot and not with the tibia as it is in KICK BOXING. Some blows are forbidden in KICK BOXING but permitted in the game: -Front kicks and side kicks under the belt -round kicks to the inside of the thigh The front kicks have been hit with the heel (but in KICK BOXING, the regular kick is hit with the tip of the toes), this way you can play according to the FRENCH BOXING rules and still use the front kicks at any height. SOME ADVICE FOR A GOOD QUALITY FIGHT -All blows don't have the same impact. -Watch your distance when you hit. -If you are standing behind your opponent (close to the back of the ring), do not try a round kick aiming at the end of the ring, you would miss your opponent. -Try to vary your blows as much as you can. For example, if the computer or your opponent realizes that you are always fighting close, he will stay far away from you to strike long kicks. -If you hit a non reacting opponent (during a training session for example), your boxer will shrug his shoulders, wondering what is going on with his opponent. Shrugging the shoulders indicates a non-motivated boxer. The absence of motivation is program processed. It decreases the power of a strike and the REFLEX percentages during a round. -Don't use too many sweeps to make your opponent fall, it gets on his nerves. The computer takes in consideration a boxer's state of nerves. A nervy boxer strikes harder but doesn't parry the blows as well as he could. The striking force of a nervy boxer can increase one third. -The nervy state of a boxer lasts for the whole fight and cancels his absence of motivation. -Strike a sequence of blows aiming at different parts of your opponent. For example, a high kick followed by a low kick will more likely get your opponent than several identical kicks. -Don't let yourself get caught in a ring corner, it would keep you from using your techniques. -If two boxers have the same number of points at the end of a fight, the winner will be the one who tried the most varied blows. Don't forget it! HOW TO SELECT YOUR BOXER'S BLOWS SO THAT HE IS CORRECTLY DRIVEN BY THE COMPUTER IN THE PREVIEW MODE. When the computer drives a boxer (its boxer or one of yours in the preview mode), it needs to know his selection. Let's take the selection menu. The joystick position can be identified by letters going from A to M. These are the positions the computer can identify: A corresponds to a long stretched blow. B,C,D correspond to a direct blow hit with the front arm or the front leg, or to a round kick, coming from the end of the screen. E,F,G correspond to a direct blow hit with the rear arm or the rear leg, or to a round kick, coming from the end of the screen. H,I,J correspond to a direct blow hit with the front arm or the front leg, or to a round kick, aiming at the end of the screen. K,L,M correspond to a direct blow hit with the rear arm or the rear leg, or to a round kick, aiming at the end of the screen. End.