SUPER PRO WRESTLING
(For 1 or 2 Players)
Object of the game is to defeat your opponent in the ring using
strength, strategy, and a hint of sneakiness. Each match consists of a
series of four-minute rounds. The first wrestler to pin his opponent
to the mat for a count of three seconds is the winner.
You control a wrestler selected from 12 different characters. Your
opponent is a wrestler controlled by a friend or by the computer. If
you choose a TAG-TEAM MATCH, you and your opponent each
control TWO wrestlers who take turns in the ring.
There are 26 possible moves in SUPER PRO WRESTLING -- drops,
kicks, punches, etc. Before each match, you choose 4 to 9 moves
(depending upon your selected skill level) that you will use in that
match. During the match, YOU control when you use your moves
against your opponent.
STARTING THE GAME
Turn power OFF, insert cartridge, turn power ON, and press RESET.
SUPER PRO WRESTLING title screen appears. Press any KEY.
ONE-ON-ONE or TAG TEAM
Press 1 to select ONE-ON-ONE (each player controls ONE wrestler) or
press 2 to select TAG TEAM (each player controls TWO wrestlers that
take turns during the match).
PLAY AGAINST THE COMPUTER or AGAINST A FRIEND
Select ONE PLAYER (press 1 on your hand controller and 2 on the
other controller), TWO PLAYERS (press 1 on both controllers), or NO
PLAYERS (press 2 on both controllers) to watch the computer play
itself and learn its strategy.
Onscreen information for player using the LEFT hand controller is in
GREEN; onscreen information for player using the RIGHT hand
controller is in BLUE. When playing against the computer, you can
use either controller. The other controller becomes the "computer's"
How many moves you can make during the match is determined by
your selected skill level: the lower the skill level, the fewer the
1. Beginner: 4 moves
2. Amateur: 5 moves
3. Rookie: 6 moves
4. Veteran: 7 moves
5. Professional: 8 moves
6. Super Pro: 9 moves
Each player presses the key, 1 to 6, to select skill level. Players may
select different skill levels to handicap the match.
Press the TOP or BOTTOM of the DISC to review the 12 wrestlers you
have to choose from. Judge their relative strengths and weaknesses
when making your choice.
Beneath each wrestler's name are his statistics: Height, Weight,
Strength (St), Coordination (Co), and Ego (Eg).
Height: The taller you are, the more you'll hurt your opponent when
you throw him.
Weight: The heavier you are, the more you'll hurt your opponent
when you land on him. (BUT, the heavier you are, the slower you are,
both walking and running.)
Strength: The stronger you are, the more you'll hurt your opponent
when you punch or kick him.
Coordination: The more coordinated you are, the more likely you are
to take control when in a grapple. (Whenever two wrestlers walk
toward each other and touch, they go into a grapple, grasping each
Ego: The bigger your ego is, the more likely you are to stop after a
successful move and gloat. The crowd will roar its approval and
you'll gain stamina, but it'll give your opponent a chance to recover
or to attack!
All of the wrestlers are, overall, evenly matched. Your strategy lies in
selecting moves that exploit a particular wrestler's strengths and
your skill in timing the use of chose moves will determine the victor.
When the wrestler you want is on screen, press ENTER.
For a TAG TEAM MATCH, select TWO wrestlers. Consider your
strategy when determining to choose two players with similar
statistics or ones that have different strong points.
When playing alone, select a wrestler (or wrestlers) for the computer
on the hand controller you aren't using.
PRE-SELECTING YOUR MOVES
Each player pre-selects the 4 to 9 moves he or she will use during
the match. There are 26 moves to choose from, described in detail
later. Player 1 chooses first, then player 2.
Press the TOP or BOTTOM of the DISC to cycle through the move
names. When one you want is highlighted in yellow, press ONE OF
THE NUMBERED KEYS ON YOUR HAND CONTROLLER. That number will
then be assigned that move. During the match, press that number to
use the move.
The highest number you can assign is determined by your skill level.
For example, a ROOKIE can assign 6 moves to KEYS 1, 2, 3, 4, 5, and 6.
After assigning all your available keys, press ENTER.
After Player 1 presses ENTER, Player 2 selects moves in the same
When competing against the computer, it will select its own moves,
or you may override its selection using the other hand controller.
Press ENTER on the computer's hand controller to continue.
GOING TO BATTLE
The match starts with the wrestlers entering the arena. Once in the
ring, the LEFT hand-controller wrestler (GREEN onscreen information)
is in the bottom left corner, the RIGHT hand-controller wrestler
(BLUE onscreen information) is in the top right. Let the battle begin!
The match consists of a series of four-minute rounds. There are an
unlimited number of rounds; the match continues until a player wins
or until a draw is declared. Before each round, Lola the Round Girl
will display the round number. While Lola is on screen, either player
may press CLEAR to display a menu of the moves selected and what
keys they are assigned to. Each player must press ENTER to continue
(press ENTER on both hand controllers when playing the computer).
MAKING YOUR MOVES (CONTROLS)
Use one of your pre-selected moves against your opponent by
pressing the key you assigned to that move. Make sure you know
when you can use a certain move (while running, in a grapple, etc.)
by familiarizing yourself with the list of moves BEFORE you play!
In addition to the pre-selected moves, either player can control other
actions of the wrestlers:
Walking: Press the DISC in the direction you want to walk; release
the DISC to stop. You always face your opponent when walking or
Grappling: Walk up to your opponent. When you touch, the two of
you go into a grapple, grasping each other's body. You can walk away
from a grapple or press a numeric key to use a pre-selected grapple
move (quickly, before your opponent does).
Running: Press the DISC to start walking, then, while still pressing the
DISC, press any SIDE ACTION KEY to start running. Press DISC again
to stop. You face the direction you are running.
Climbing Ropes: You can climb either of the two TOP corner posts:
when next to a post, press the TOP of the DISC. When at the top of
the post, you have until a count of 5 to either use a pre-selected
jumping move (one of your assigned keys) or to climb down. Climb
down by pressing the BOTTOM of the DISC. STAY ON THE ROPES TOO
LONG AND YOUR OPPONENT IS DECLARED THE WINNER! Keep your
eyes on the warning timers in the upper corners of the screen.
Climbing In or Out Of The Ring: If your opponent is thrown from the
ring, you can climb out and chase him down. Move to the bottom of
the ring and press the BOTTOM of the DISC. You have until a count of
20 when outside the ring to fight. To climb back into the ring, move
your wrestler to the base of the ring and press the TOP of the DISC.
STAY OUT OF THE RING TOO LONG AND YOUR OPPONENT IS DECLARED
THE WINNER! Again, keep your eyes on the warning timers in the
upper corners of the screen.
Picking Up a Downed Opponent: If your opponent is on the mat, stand
over him and press CLEAR to lift him into a staggering position. As he
hears the cuckoos, you'll have time to make your next move.
Switch to Other Wrestler (TAG TEAM MATCH ONLY): When you start
getting tired (losing stamina), move back to your starting corner (left
controller: lower left; right controller: upper right) and press 0
(ZERO). You will switch to your other wrestler. Wrestlers' stamina is
replenished when not fighting. The longer you leave your Tag Team
partner out of the match, the more his stamina will increase.
Pinning Your Opponent: The winning move! Your opponent is down --
stand over him and press ENTER. You will land on top of him and the
count to 3 will begin. During the count, you are unable to use other
moves (hand controller disabled). If your opponent is strong enough
to get you off of him, your controller will again become active and
Escaping A Pin: Rapidly press the DISC: if you still have the stamina
you can bump him off and stand up. In an emergency, press ANY
SIDE KEY for a burst of power that will usually get you to your feet,
but at the cost of much of your Stamina.
If you have the "Possum Roll" move assigned to a KEY, you can try
this move to get up and away in one smooth motion.
As you suffer damage at the hands of your opponent (or at your own
hands if you mis-time your moves), you will notice your stamina
score (at the bottom of the ring) begin to drop. The lower it gets, the
more vulnerable to being pinned you become. When each round
ends, you will recover a little, preparing you for the next round's
barrage. Keep your eye on the "Round Timer", located at the bottom
center of the ring. If you have been hurt a lot, you may wish to avoid
conflicts until the round ends.
IMPORTANT: Whenever a wrestler is GLOATING, his stamina is
ENDING THE MATCH
A wrestler is declared the WINNER when:
1. His opponent is pinned for a count of 3 or:
2. His opponent is on the ropes for a of 5 or:
3. His opponent is out of the ring for a count of 20.
A match is declared a DRAW when:
1. BOTH players are on the ropes for a count of 5 or:
2. BOTH players are out of ring for a count of 20.
You have three options for playing a new match:
1. Choose New Wrestlers: Gives both players the option to choose a
new wrestler and new moves.
2. Choose New Moves: Both players keep the same wrestlers, but
have the option to change some or all of their moves.
3. Restart the Match: Play again, both players using the same
wrestlers and moves.
When selecting your moves, choose a good cross section of different
types so you're covered no matter what situation you find yourself
in. When assigning them to numbers, group moves by type. When
playing at the Super Pro level, for example, you might assign running
moves to the top row (1, 2, 3), grappling moves to the middle row (4,
5,6), and defensive moves to the bottom row (7, 8, 9). If there is a
move you consistently choose, such as the defensive Possum Roll, you
might want to always assign it to the same number so its use
When wrestlers walk toward each other, they will automatically go
into a grapple, grasping each other's body. The following moves can
only be used when players are in a grapple. Rapidly press and
release the KEY assigned the move: your timing and your wrestler's
ability will determine its success.
Body Slam: Hoist your opponent over your head and heave him to
the mat. If you are standing near either side of the ring, you will
heave him OUT of the ring. You only use this move in the ring.
Knee Butt: Give your opponent a swift knee between his legs. This
should make him think twice about grappling with you!
Face Masher: Following a brief headlock, quickly bash your
opponent's face. The coordinated you are, the more bashes you will
Iron Claw: Grab your opponent's face and give him a good shaking.
The more coordinated you are, the more shaking you'll do and the
more he'll be hurt!
Brain Buster: Lift your opponent over your head, turn him upside
down, then drop him on his noggin. He'll see stars!
Back Breaker: Lift your opponent over your head, then drop his back
onto your knee. His bones will crrrrrrrunch!
Spin Heave: Grab your opponent by his heels, spin him around, then
let go and watch him fly out of the ring onto the cement floor! You
may only use this move in the ring.
Flip Kick: Surprise your opponent with an agile back flip that ends
with a square kick to his jaw.
Suplex: Spin around behind your opponent and lift him onto your
shoulder. Before he can admire the view, drop him head-first to the
Rainbow Punch: Headlock your opponent, then belt him with a
devastating uppercut. The rainbow part is what he looks like as he
floats up through the air and then drops like a stone outside the ring.
You may only use this move in the ring.
Rope Sling: Headlock your opponent, then whip him across your body
and start him running helplessly into the ropes. While he is running,
move away from his path and prepare to belt him with some other
move. Act quickly; he'll come to his senses soon!
Head Butt: Give your opponent a good piece of your mind...with your
head still around it. After this brief skull session is completed, only
one wrestler will be left on his feet-you.
Pile Driver: Lift your opponent upside-down, with his head even with
your waist. Then sit down. You'll land softly, but he'll get a splitting
ON THE MAT
The following defensive move can only be made when you are flat on
the mat (or, if outside the ring, on the floor).
Possum Roll: After your opponent has in some way crashed YOU to
the canvas, you lie there waiting for his next attack. Then, after he
has committed himself, you roll away, leaving only air between him
and the mat. This is also handy for getting back up to your feet if the
enemy is standing near you.
These moves can only be made starting from a standing, stopped
position. Once you press the KEY assigned the move, it'll proceed,
with success based on your wrestler's abilities, how close your
opponent is, and your timing.
Quick Jab: A quick punch with no wind-up. Watch your opponent's
head snap back in pain! Good up-close move: you can get many of
these off very quickly.
Bazooka Punch: A devastating punch, which, if landed, causes your
opponent to go flying across the ring. This punch requires a wind-up,
during which your opponent may be able to attack you.
These moves can only be used from a running start. Run toward your
opponent (or into the ropes and bounce toward him), then press the
KEY assigned the move when you are close. Timing is essential or
you'll miss him entirely!
Chest Smash: Jump at your opponent, smashing into him chest first.
If you miss, you land flat on your face!
Drop Kick: Jump at your opponent, smashing into him feet-first. If
you miss, you land flat on your back, vulnerable to a pinning!
Cross Chop: Hit your opponent with your elbows. Does a lot of damage
if timed correctly!
Clothesline: Smash your standing or staggering opponent in the neck
with your out-stretched arm, dropping him to the mat.
Mega-Leap: Defensive move to escape your opponent. Jump, execute
a full somersault for good measure, and land in the opposite corner
of the ring. Also handy for getting back into the ring when used
directly at the base of the ring.
The following move can only be made when you are standing on the
Giant Splash: Launch yourself as a human projectile onto your
opponent. If you miss, though, this one is VERY painful.
The following moves can be made in more than one type of situation.
Duck And Cover (standing or running): Defensive move. You simply
duck out of your opponent's way. Whether he's running or jumping
at you, he'll miss or trip over you and fall to the mat.
Power Kick (standing or running): The most deadly kick in your
arsenal. When landed correctly your opponent will go sailing out of
the ring, where he will experience a very painful landing. You may
only use this move in the ring.
Elbow Drop (running or on-the-ropes): A vicious drop to your
opponent's body with your elbow leading the way! This move may
be performed TWO ways: if your opponent is down, you can run at
him to do the drop or, if you've climbed the ropes, you can drop on
him while he's up.
Flying Sit Drop (running or on-the-ropes): Same as the Elbow Drop
(above), but with your caboose leading the way (and the larger your
caboose, the larger his pain)!
�1987, 1998 Intellivision Productions, Inc.