4-D Boxing
Description official descriptions
4-D Boxing leaves behind any pretences of being a pure arcade game based on boxing and aims to recreate the sport in full detail. The graphics engine allows for multiple camera angles and viewpoints, and considerably detailed visuals. These required more advanced hardware than was common at the time, but a stick-figure mode was included as a compromise. The moves on offer include all the uppercuts and hooks of a real fight, and the players are designed to move realistically to implement them.
You progress through the game by taking on a succession of increasingly difficult fighters and get to train your boxer in between. Advanced action replays are included as well, so you can review all that happened.
Spellings
- 4Dボクシング - Japanese spelling
Groups +
Screenshots
Promos
Credits (DOS version)
29 People (27 developers, 2 thanks) · View all
Created by |
|
Original Concept | |
Design | |
Programming | |
Additonal Design | |
Graphics & Animation |
|
Sound & Music | |
Executive Producer | |
Producers | |
Software Testing | |
Quality Assurance | |
Boxing Consultant | |
[ full credits ] |
Reviews
Critics
Average score: 75% (based on 18 ratings)
Players
Average score: 3.6 out of 5 (based on 60 ratings with 4 reviews)
No other PC game has captured the feel of boxing as well as 4D Boxing.
The Good
The 3D engine in 4D Boxing was not a gimmick; at the time, it truly was a whole new way to simulate boxing in a computer game. The camera wasn't fixed--you could play through the eyes of your boxer, from ringside, from a fixed isometric view, overhead, whatever. You could even play through the eyes of your opponent. It's a real trip to stare yourself in the face as you beat "yourself" up.
The moves were rotoscoped fairly well, leading to life-like movements, swings, hooks, and uppercuts.
The Bad
Dialing down the detail to a ludicrously low level (stick figures without heads) was the game's idea of "running acceptably on an 8088". I had a 386, so I was fine, but it made playing the game against a friend difficult if your friend had a slow machine. The price we pay for innovation...
While most of the moves looked realistic, jabs were oddly unrealistic.
It was rediculously easy (although quite fun) to beat the computer in the first ten or so matches by swinging non-stop roundhouse right and left hooks to the face. (And disturbingly satisfying to hear each punch land. :-)
The Bottom Line
4D Boxing had a feel that no other computer boxing game has captured since, even 8 years after it's release. While there have been a few console boxing games that come close (including one for 3D0 that was heavily influenced by 4D Boxing), nothing satisfies the need to box like 4D Boxing.
And it runs great on modern machines, so try to pick up a copy.
DOS · by Trixter (8952) · 1999
Talk about a great game for its time!
The Good
This game came out in `91, but it still has not been surpassed as the best boxing game, beating out Sierra Championship Boxing. There hasn't exactly been a lot of competitors since then, but I doubt they could beat the sheer fun of this game. The graphics were pretty damn good for the time (except for on an 8086, in which they sucked royally), but the gameplay really makes this. The game is just sheerly FUN. You could play it many times, and it still would be fun. It is just a triumph of game design.
The Bad
Copy protection sucks, but it was virtually a requirement back then, so that can be overlooked. Also, you could beat the game hitting two buttons, but you didn't HAVE to. I truly cannot think of anything else.
The Bottom Line
Mah children, do not be scared off by the age of it; this is one of the best sports games ever made.
DOS · by emerging_lurker (160) · 2000
A simple, classic free-form action game with skill-building elements
The Good
The game has an incredible feeling of freedom because of the free-form nature of movements and controls. It sort of resembles the feeling of games like Die By the Sword. You can't control the direction and swing of your arms but you can put together combos very freely in a way that captures the feel of boxing, even though the animations are sort of odd.
To me, pure action games with characters that have the same abilities all through the game are not always that interesting. I usually have more interest in games that let me start out with a weak character and build him up, and this game is one of those. There are boxing skills that you can train and improve in between matches, so not only do you climb your way up in rank due to your skills as a player, your character also can grow to become more powerful in the way that you choose (feels like leveling up in an RPG).
The Bad
Many people complained about the graphics, but I thought they were simplistic in a charming way (a lot like Alone in the Dark). Still, anyone who plays this game now for the first time would probably be horrified by the boxy 35 polygon (I'm guessing) characters.
The Bottom Line
Overall this is a classic game that combines character building with an extremely addictive free-form style of action. It would be a shame to overlook this one.
DOS · by John Lucas (12) · 2005
Trivia
Humour
The game didn't take itself very seriously. For example, the game package stated that the (low-polygon) boxers had "faces only a mother could love", and some examples of the boxers' names are "Duster Bugreport", "Biggus 'Stinky' Bonus", "Ugotabe Kidding", "Sadie Mazo-Chisholm", "Ivan Orrible Attitude", "Mohamed Ali Baba" or "Phlatulent 'Ffft' Phil".
References
On the Create a Boxer feature, there was a good selection of different heads to choose. Two of them were directly inspired by the two main characters on Dire Straits' "Money For Nothing" music video, which also featured tridimensional computerized characters.
Rotoscoping
"Rotoscoping" means that the moves for the boxers were taken from real footage of boxing moves. The resulting movements are fairly lifelike.
Sound
4D Boxing used the digital channel of the Sound Blaster to play the drum track of all the music passages (the remaining 9 FM channels were used for notes). A unique concept that DSI used in a few more games before they were absorbed into EA.
Taunt
One of the actions in the game was "taunt", which includes waving a first in the air, making the "come get me" gesture, even a backflip. It's really funny to look at.
Awards
- ACE (Advanced Computer Entertainment)
- March 1991 (issue #42) - Included in the list Greatest Games of all Time in category Sports Simulations (editorial staff choice)
Additional information contributed by Daniel Saner, Jiguryo and Kasey Chang
Analytics
Upgrade to MobyPro to view research rankings and price history! (when applicable)
Related Sites +
-
Luke's 4D Sports Pages
Covers Boxing and Racing (Stunts). -
Steve Robinette's 4D Boxing Page (2 of 2)
More from Steve. -
Steve Robinette's 4D Boxing page (1 of 2)
Steve has two pages on the subject, evidently.
Identifiers +
Contribute
Are you familiar with this game? Help document and preserve this entry in video game history! If your contribution is approved, you will earn points and be credited as a contributor.
Contributors to this Entry
Game added by Brian Hirt.
Macintosh added by Kabushi. Amiga added by Martin Smith. PC-98, FM Towns added by Terok Nor.
Additional contributors: Trixter, Daniel Saner, Martin Smith, Patrick Bregger, Rik Hideto, Jo ST, Infernos.
Game added July 8, 1999. Last modified September 20, 2024.