The newest sports simulation from Avalon Hill invites home computerists to climb into the ring and trade punches with a human or computer-controlled opponent in a joystick jockey's version of the gentlemanly art of self-defense.


Players set the number of rounds, from two to fifteen, in a match. Each round lasts 90 seconds and there are 30-second rest breaks between them. The player who gets the most punches wins and it's possible to TKO your opponent with enough hits to the head.


The graphics, although sparse, are functional. They show a side view of both boxers - complete with sneakers and socks - as they square off in the ring. At the start of a match, the fighters come to the center of the ring and shake hands before returning to their corners to get ready for the fisticuffs.


When hit, a fighter grimaces and adjusts his stance to a more guarded position. Unfortunately, aside from this touch of realism, the action isn't convincing. It's nearly impossible to duck a punch, although pulling the joystick toward you makes your man bend down slightly. The number of moves is so limited that any but the simplest strategies are just about impossible.


It's hard to believe that a 16K game doesn't have the memory capacity for smooth action, much less for "frills" such as sound effects, background graphics or an allowance for a variety of tactics. It looks like the game designer - whom Avalon Hill doesn't name - didn't put enough effort into designing a game that would do anything other than the bare minimum. While Knockout does what it promises, it doesn't offer the extra touches that add so much to the fun.


Knockout is more enjoyable when two players compete in the head-to-head contest. The joys of vicariously punching a buddy in the labonza may well outweigh any deficiencies the program might have. The display mode is also a very interesting touch. Just sit back, unplug the joystick and watch the two fighters slug it out!