RealSports Boxing [Model CX26135]

The Atari 2600 Cartridge by Atari Corp.


Emulated in MAME ! [Console] Atari 2600 Cartridge

RealSports Boxing © 1987 Atari Corporation.

At the bell the match begins. Move your boxer out of his corner and around the ring by moving your joystick handle forward, back, left, and right. (Player 1 controls the boxer in the left corner; the computer or player 2 controls the boxer in the right corner.) Move your joystick handle and press the button to make your boxer jab, cover, land body blows, and throw payoff punches.

Cover up to defend yourself. Blocking an opponent's punches scores points and minimizes your strength loss. When covering up, you're still in danger of a technical knock out if your opponent lands 12 successive punches before you can retaliate.

Jabs are quick punches thrown with the leading arm that score points and weaken your opponent. Jabs can be thrown in a rapid flurry. A jab scores least of all the punches and weakens your opponent least, but a flurry accumulates points and damage done to the opponent faster than any other punch. Jabs use little of your own strength and you can throw three times as many jabs as payoff punches in the same amount of time.

Body blows are punches strategically placed to weaken your opponent. Though not as powerful as payoff punches, body blows can be flurried faster than payoffs. Landed body blows score higher than jabs and cost less strength than payoffs.

Payoff punches are thrown with the non-leading arm in an attempt to knock out the opponent. Payoff punches take a lot of strength, so you can't throw successsive payoffs as fast as you can throw jabs. When landed, payoff punches score high.

Boxers tire as they move around the ring and throw and take punches. The amount of yellow showing in a fighter's strength bar indicates the strength lead he has over the other boxer. Weakened boxers move slower, their punches are separated by longer delays, and their reaction to joystick commands are sluggish.

Rounds are timed, and the time counts down in the lower center of the screen. When the time runs out the round is over. Boxers take their corners to rest and regain some strength. Between rounds the score boxes display total points earned in the round just fought.


Model CX26135


Points are scored according to a boxer's strength, the type of punch landed, and the punch position. For instance, the highest scoring combination is a payoff punch thrown by a boxer in top strength and landed from an optimum position.

The payoff punch is the highest scoring punch; the body blow is next highest, and the jab is the lowest scoring punch. Covering up earns a point value for defensive boxing. A boxer can earn 99 points maximum in any one fight.

A match can last a total of seven rounds. A knock out or TKO anytime during a match wins the fight. If a match goes seven rounds, the high-point boxer wins. If the match ends in a draw, both boxers dance around the ring.


The best way to out-point your opponent is to land punches and run, so he can't retaliate by hitting you. If you can't run, throw a punch then immediately cover up.

To punch effectively, get toe to toe with your opponent, a little above him but still within reach so your punch connects.

The best time to flurry with payoffs is early in the fight when your reaction time is quickest.

Be careful when blocking a flurry so you don't get TKO'd.

To throw a flurry, press the joystick button, then immediately select the punch with the joystick handle. Release both the button and handle, then immediately repeat the sequence.

Minimize the effect of your opponent's blows by covering up or countering with an equally effective punch to pass along the strength loss.

Whenever you throw a punch you lose strength, so make your punches count.

Running around the ring costs you strength. If you're weak, stay in one area and make your opponent come to you.



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Page last modified on October 13, 2014