Body Slam: Super Pro Wrestling

Body Slam: Super Pro Wrestling Logo

Description

Body Slam: Super Pro Wrestling is a 1988 Intellivision sports game where players choose from 12 wrestlers with varying strengths, weaknesses, heights, weights, coordination, and egos to compete in the ring using strength, strategy, and sneakiness. Matches feature four-minute rounds that continue indefinitely until a three-second pin or draw, with players selecting 4-9 moves from 26 options based on skill level, supporting single or tag-team play against a human opponent or the computer.

Gameplay Videos

Body Slam: Super Pro Wrestling Free Download

Body Slam: Super Pro Wrestling Guides & Walkthroughs

Body Slam: Super Pro Wrestling Reviews & Reception

wrestlecrap.com : surprisingly good with some pretty innovative gameplay

Body Slam: Super Pro Wrestling Cheats & Codes

Intellivision

Press at the title screen or hold keys on both controllers’ keypads while powering on or resetting.

Code Effect
0 View the credits
Hold 2 + 3 on left keypad and 2 + 6 on right keypad See a message to the developer’s wife and kids

Body Slam: Super Pro Wrestling: Review

Introduction

In the twilight of the second-generation console wars, as the Atari 2600 clung to life and the NES began its dominance, the Intellivision—Mattel’s ambitious answer to Atari’s juggernaut—received one of its final, most audacious hurrahs: Body Slam: Super Pro Wrestling. Released in December 1988 by INTV Corporation, this wrestling romp arrived like a flying clothesline to a gasping industry, pushing the 1979 hardware to its absolute limits with fluid animations, strategic depth, and cartoonish mayhem. Born from sleep-deprived all-nighters and a mandate for unbridled hype, Body Slam isn’t just a game; it’s a testament to indie ingenuity in the post-crash era. This review argues that, despite its quirks and era-bound flaws, Body Slam stands as a pinnacle of Intellivision sports titles—a “technical tour-de-force” that punches above its weight, delivering surprising replayability and influencing the zany spirit of future wrestling sims.

Development History & Context

The Intellivision’s story is one of hubris and revival. Launched in 1979 by Mattel Electronics, it boasted superior graphics and sound over the Atari 2600, thanks to its 16-bit GI CP1610 processor and custom chips for sprites and backgrounds. But the 1983 video game crash crippled Mattel, who sold the division in 1984 to INTV Corporation—a group led by former executive Terry Valeski. INTV kept the lights on through the mid-80s, releasing new titles amid a landscape dominated by Nintendo’s 8-bit revolution and Sega’s Master System. By 1988, INTV was scraping by, competing not just with 8-bit powerhouses but with the Atari 2600 Jr.’s budget appeal.

Enter Body Slam: Super Pro Wrestling, developed by Realtime Associates, Inc., a studio known for squeezing every cycle from aging hardware (their credits include Chip Shot: Super Pro Golf and Deep Pockets). Steven Ettinger wore dual hats as designer and programmer, crafting the core from a tight deadline that fueled “all-night design and programming marathons.” Graphics artist Connie Goldman handled visuals, while producer David Warhol oversaw production for INTV Corp. The result? A game where “no idea was too wild,” birthing wrestler names like Jack Hammer, Baron Von Thud, Dr. Pain, Barf The Caveman, Rambeau, Gorgeous Gordon, Mister Ugly, and Judge Injury—products of sleep deprivation, as Ettinger later admitted.

INTV President Valeski demanded hype, leading copywriter Keith Robinson to pepper the fall 1988 catalog with 58 exclamation points: “ALL RIGHT YOU CREEPS—this is the one you’ve been waitin’ for—BODY SLAM!!!”. Technological constraints shaped innovation: Intellivision’s 159×96 resolution and 64-color palette forced clever sprite multiplexing for smooth wrestling animations, while the numeric keypad controller enabled 26-move selection. Easter eggs nod to the personal toll—press 0 at the title screen for credits, or 2+3 on left/2+6 on right + reset for Ettinger’s family dedication: “To my family with love—Russell Edward Ettinger (Rowdy Russell), Kyle Steven Ettinger (Killer Kyle), Linda Michie Asazawa Ettinger (Their manager Lovely Linda).” Released as cartridge #9009, it later hit compilations like Intellivision Lives! (1998) and Greatest Hits: 20th Anniversary Edition (2003), plus Xbox 360/Windows via Game Room (2010).

Narrative & Thematic Deep Dive

Body Slam eschews linear storytelling for the episodic chaos of professional wrestling, a genre thriving on larger-than-life personas and no-holds-barred spectacle. There’s no overarching plot—just endless grudge matches in a nameless arena, where victory demands “strength, strategy, and a hint of sneakiness.” The 12-wrestler roster forms the narrative core, each a caricature embodying wrestling’s bombastic archetypes: the prehistoric brute (Barf The Caveman), the flamboyant pretty boy (Gorgeous Gordon), the monstrous heel (Dr. Pain), the authoritarian enforcer (Judge Injury), and Ettinger’s family tributes (Rowdy Russell, Killer Kyle, managed by Lovely Linda).

Themes revolve around excess and absurdity, mirroring 1980s wrestling’s golden era under Vince McMahon—Hulkamania’s patriotism clashing with rowdy villainy. Stats personalize this: height boosts slam damage (taller falls hurt more), weight slows speed but amps power, strength dictates raw output, coordination ensures move success, and ego triggers taunts that restore stamina at vulnerability’s cost. Dialogue is sparse but punchy—speech bubbles erupt with “Sock!” on punches, “Pow!” on splashes, evoking Adam West’s Batman camp. The catalog blurb amplifies this: “They want to TEAR YOUR LAUGHIN’ HEAD OFF! Whatsa matter—AM I SCARING YOU???!!!”, blending humor with menace.

Tag-team mode introduces partnership betrayal potential, as wrestlers tag in/out, echoing real wrestling’s double-cross drama. Draws after endless 4-minute rounds underscore endurance themes, punishing attrition warfare. Underlying it all is underdog defiance: low-skill players get fewer moves (4 vs. 9), handicapping matches and theming triumph over odds. No deep lore, but the roster’s whimsy—spawned by exhaustion—critiques wrestling’s performative insanity, making every bout a thematic free-for-all.

Gameplay Mechanics & Systems

At its heart, Body Slam is a side-view wrestler (3rd-person “other” perspective) where pins (3-second holds) end unlimited 4-minute rounds. Core loop: select wrestler/skill (1-6 levels determine moves: 4-9 from 26 options like Head Butt, Bazooka Punch, Spin Heave, Possum Roll, Power Kick), assign to keypad numbers, then brawl.

Combat shines with Intellivision’s fluid sprites: grapples, throws (toss foes out-ring for crowd chases/giant splashes), drops, kicks, punches. Success hinges on stats/coordination; ego taunts risk openings. Health depletes but controversially allows moves post-zero—a “bogus” flaw per critics. No final score—just win/loss/draw, emphasizing rivalry over metrics.

Progression is match-based: no campaigns, but handicaps (skill diffs) enable versus tuning. Tag-team adds layers—control duos, tag strategically, but no co-op vs. CPU (a missed opportunity).

UI/Controls: Infamous Intellivision keypad shines here—numbers trigger assigned moves, disc for positioning, side buttons for guards/escapes. Steep curve (emulators map to arrows/A/S/Q), but masterful once learned. Skill tiers balance: novices simplify, experts unleash chaos. Flaws include ring-outs’ ease, marathon lengths, and tiresome repetition after sessions. Yet innovations like customizable movesets prefigure Fire Pro Wrestling‘s depth, making it a strategic gem amid button-mashing.

Mechanic Details Strengths Weaknesses
Wrestler Selection 12 chars w/ height/weight/strength/coordination/ego stats Deep customization No backstories
Move Assignment 26 moves, 4-9 slots by skill Replayable builds Keypad lookup initially
Match Structure Unlimited 4-min rounds to pin/draw Endurance focus Overly long
Modes 1v1, Tag (1-2P) Social depth No co-op tag

World-Building, Art & Sound

The “world” is a minimalist wrestling ring—ropes, turnbuckles, bloodthirsty crowd—rendered in Intellivision’s blocky 20-color palette. Art direction is cartoonishly exaggerated: wrestlers resemble Doug characters, with oversized heads, wild hair, and fluid multiplexing for 8-directional movement/attacks. No cover art exists on MobyGames (community calls for additions), but box art evokes hype with garish poses.

Atmosphere thrives on chaos: out-ring brawls spill into crowds, splashes crash with impact. Visuals contribute intimacy—close-up grapples feel visceral despite limitations. Sound design leverages Intellivision’s three-channel PSG: punchy beeps for “Sock!/Pow!”, crowd roars, ring bells. No voice (sans Intellivoice rarity), but effects amplify slapstick—thuds, whooshes, pin counts. Sparse music loops hype motifs, sustaining energy. Together, they craft a gritty, absurd coliseum, where tech constraints birth charm: low-res sprites heighten humor, making slams gleefully over-the-top.

Reception & Legacy

Launch reception was niche but positive: The Video Game Critic awarded 75/100 in 2009, praising hardware push (“showcase title that really pushes the system to the max”) while noting tiresome fights, ring-out ease, health bugs, and tag co-op absence. MobyGames aggregates 75% critic (1 review)/1.0/5 player (1 rating, no text)—reflecting Intellivision’s obscurity. Commercially, as INTV’s late output, it sold modestly amid NES dominance, but compilations revived it: Intellivision Lives! exposed it to PS2/Xbox/PC crowds.

Legacy endures as Intellivision’s wrestling swan song, influencing Super Pro series (Slam Dunk basketball sibling) and Fire Pro‘s customization. Blogs like Merchandise&Memories hail it a “forgotten gem” for stats/strategy; WrestleCrap loves the roster. It exemplifies post-crash revival—Realtime’s hardware wizardry echoed in modern retro ports. No direct sequels, but tag/move depth prefigures WWF/WWE evolutions. In history, it’s a footnote turned cult classic, preserved via emulation (Archive.org) and fan sites (BlueSkyRangers).

Conclusion

Body Slam: Super Pro Wrestling is a defiant masterpiece of constraint, transforming Intellivision’s keypad into a wrestling arsenal amid 1988’s 8-bit apocalypse. Steven Ettinger’s vision—fueled by frenzy, family love, and hype—delivers 12 quirky grapplers, 26 moves, tag mayhem, and stats-driven strategy that outshines contemporaries like Pro Wrestling (NES). Flaws (lengthy bouts, control quirks, no co-op) temper its shine, but as a technical pinnacle, it earns enduring respect.

Verdict: 8.5/10—Essential for retro sports fans, a hall-of-famer for Intellivision history. Seek Intellivision Lives!; it’s the easiest slam-dunk to this chaotic ring. In video game annals, Body Slam proves: even underdogs can body-slam giants.

Scroll to Top