KO

Description

KO is a 3D boxing game released in 1999 for Windows, offering single or multiplayer action where players can choose or customize their boxer and compete in various modes like training, single fights, World Championship, or arcade. The game features a third-person perspective, three skill levels, and 20 opponents across five different boxing rings, with support for both local and network multiplayer.

Where to Buy KO

PC

KO Guides & Walkthroughs

KO Reviews & Reception

metacritic.com (67/100): KoF Evolution is a flawless port of an inherently disappointing game, which is why, through no fault of its own, it’s otherwise difficult to recommend it over the previous game in the series.

en.wikipedia.org : Critical response to The King of Fighters ’99 has generally been positive because of its fighting system and its use of Strikers.

myabandonware.com (47/100): The gameplay is what knocks out KO Boxing. Moving around is simple enough, but throwing a punch involves a combination of directional movement and pressing a button.

gamespot.com (66/100): KoF Evolution is about as good a port of SNK’s The King of Fighters ’99 as anyone could ask for.

mobygames.com (67/100): K.O. is a 3D boxing game for one or two players. You can play against the computer or against another player (network play or two players on the same computer).

KO Cheats & Codes

PlayStation

Code Effect
[Start] + [Select] hold to in-game reset
[Circle], [X], [Triangle], [Square] hold [Select] to fight as Krizalid
[Start] hold to display character order
Hold Start + Triangle and press Circle Infinite survival mode time
hold Select and press Circle, X, Triangle, Square Play as Krizalid
Hold Triangle + Start and press Circle Unlimited survival mode time
right, left, up, right, down, left Fight As Iori Yagami
left, up, right, down, left Fight As Real Kyo
Circle + X + Triangle + Square Fight as Krizalid

PlayStation (NTSC-U)

Code Effect
300B8D52 00?? Character Modifiers Player 1 (First Box)
300B8D55 00?? Character Modifiers Player 1 (Fourth Box/Second Box Single Mode)
300B8D53 00?? Character Modifiers Player 1 (Second Box)
300B8D54 00?? Character Modifiers Player 1 (Third Box)
300B8D6C 00?? Character Modifiers Player 2 (First Box)
300B8D6F 00?? Character Modifiers Player 2 (Fourth Box/Second Box Single Mode)
300B8D6D 00?? Character Modifiers Player 2 (Second Box)
300B8D6E 00?? Character Modifiers Player 2 (Third Box)
D00C286A F3FF
80021B44 FFFF
D00C286A F3FF
80021B46 2442
D00C286A FCFF
80021B44 0000
D00C286A FCFF
80021B46 2402
Fighters Speed Modifier
800274A2 2400 Hit Anywhere – Both Players (ASM)
300B7EB4 0065 Infinite Health P1
300B808C 0065 Infinite Health P2
300B8D42 0099 Infinite Time
8008C8AE 0703 Krizalid Enabled
300B7E71 0090 Max Special P1
300B8049 0090 Max Special P2
300B7EB4 0000 No Energy P1
300B808C 0000 No Energy P2
300B7E71 0000 No Special P1
300B8049 0000 No Special P2
E00B7EB4 0065
300B7EB4 0001
P1 1-Hit Death (GS 2.2 Or Higher Needed!)
E00B7EB4 0065
300B7EB4 0019
P1 25% Energy (GS 2.2 Or Higher Needed!)
E00B7EB4 0065
300B7EB4 0032
P1 50% Energy (GS 2.2 Or Higher Needed!)
E00B7EB4 0065
300B7EB4 004B
P1 75% Energy (GS 2.2 Or Higher Needed!)
E00B8D5E 0000
300B8D5E 0001
P1 Needs 1 Round To Win (GS 2.2 Or Higher Needed!)
300B8D5E 0000 P1 Never Wins
D00BBCA0 0400
800B15CE 0001
D00BBCA0 0400
800B121E 0001
P1 Play As Boss
E00B808C 0065
300B808C 0001
P2 1-Hit Death (GS 2.2 Or Higher Needed!)
E00B808C 0065
300B808C 0019
P2 25% Energy (GS 2.2 Or Higher Needed!)
E00B808C 0065
300B808C 0032
P2 50% Energy (GS 2.2 Or Higher Needed!)
E00B808C 0065
300B808C 004B
P2 75% Energy (GS 2.2 Or Higher Needed!)
E00B8D78 0000
300B8D78 0001
P2 Needs 1 Round To Win (GS 2.2 Or Higher Needed!)
300B8D78 0000 P2 Never Wins
800218AC 0001
800218AC 0000
Slow Motion

SNK Neo Geo CD

Code Effect
Right, Left, Up, Right, Down, Left hold Start to fight as Iori Yagami
Left, Up, Right, Down, Left hold Start to fight as Real Kyo

NeoGeo

Code Effect
LEFT, UP, RIGHT, DOWN, LEFT hold Start to fight as Real Kyo

Arcade

Code Effect
Right, Left, Up, Right, Down, Left hold Start to play as Iori Yagami
Left, Right, Up, Left, Down, Right hold Start to play as “Real” Kyo Kusanagi

KO: A Deep Dive into the 1999 PC Boxing Contender

Introduction

In the annals of video game history, few genres have seen as many ambitious yet flawed entries as the boxing simulation. Released in 1999 for Windows, KO—developed by Germany’s Independent Arts Software and published by Data Becker—promised “ultra-realistic” pugilistic action. Marketed as a 3D boxing experience with customizable fighters, multiple game modes, and online play, KO arrived at a pivotal moment for PC sports gaming, when 3D acceleration was becoming mainstream and the appetite for niche sports titles was high. Yet, despite its technical aspirations and solid presentation, KO ultimately succumbs to shallow gameplay mechanics and design oversights, cementing its place as a curious footnote rather than a knockout blow to the competition. This exhaustive review dissects every facet of KO—from its development context and mechanical ambitions to its artistic execution and legacy—to determine whether it deserves a place in the ring of gaming history or should be counted out.


Development History & Context

KO emerged from the studios of Independent Arts Software, a German developer known for its focus on mid-range PC titles in the late 1990s. The game was published by Data Becker, a prominent German publisher specializing in budget-friendly software, and Micro Application for French markets. Released exclusively on Windows in 1999, KO capitalized on the era’s burgeoning 3D graphics capabilities, leveraging the gxEngine to render polygonal boxers and arenas. This period saw intense competition in the sports genre, with titles like Knockout Kings (EA Sports) and Ready 2 Rumble Boxing (Midway) dominating consoles, while PC boxing titles remained a niche pursuit. Independent Arts aimed to fill this gap, targeting a PC audience hungry for accessible, graphically impressive sports simulations.

The game’s development was constrained by the technological limitations of the time. While the gxEngine supported hardware acceleration (via Glide, Direct3D, or OpenGL), it struggled with fluid character animation, a common issue for early 3D sports titles. The developers prioritized visual polish—particularly lighting effects and ring environments—at the expense of core gameplay depth. The gaming landscape of 1999 also favored arcade-style accessibility over simulation realism, a misalignment that would plague KO‘s reception. As MyAbandonware’s retrospective notes, the game was “billed as an ultra-realistic boxing game, unfortunately Data Becker’s KO is anything but,” highlighting a fundamental disconnect between marketing and execution.


Narrative & Thematic Deep Dive

KO is devoid of narrative, a stark departure from story-driven sports games of the era. The game eschews character arcs, rivalries, or overarching plots in favor of pure, mode-based competition. Thematic elements are confined to the sport of boxing itself, emphasizing spectacle over substance. Players choose from a roster of 20 opponents or create a custom boxer, with customization limited to visual aesthetics and stat allocation via a point system. The absence of a story or personality in the fighters reduces matches to abstract confrontations, lacking the drama or emotional investment seen in contemporaries like Mike Tyson’s Heavyweight Boxing.

Modes like “World Championship” and “Arcade” imply a sense of progression, but the game offers no context for the player’s journey. The 5 selectable rings (Paris, Berlin, etc.) are purely aesthetic, with only minor cosmetic changes (ring color, entrance music) and no thematic differentiation. As PC Player (Germany) lamented, “Whether you box in Paris or Berlin is almost irrelevant; the referee always speaks German, only the entrance is longer, and the ring color changes.” This lack of narrative cohesion and world-building renders KO a sterile experience, reducing boxing to a mechanical exercise rather than a compelling human drama.


Gameplay Mechanics & Systems

KO‘s core gameplay loop is deceptively simple: select a fighter, choose a mode, and battle through rounds. However, the execution of this loop reveals deep-seated flaws. The combat system is built on a rudimentary three-button setup (offense, defense, combinations), forcing players to rely on directional inputs plus a single button to execute punches. As MyAbandonware’s critique details, “There are only three different punches you can throw: a hook, a roundhouse, and a jab.” This limitation is compounded by the absence of targeted striking—players cannot aim for the body or head, with punch location detection described as “unclear.” The result is a monotonous rhythm of mashing the offense button until stamina depletes, then defending until recovery, a cycle PC Games (Germany) dismissed as “a simple button-masher without strategic depth.”

Character progression is equally shallow. While players can customize their boxer’s stats (strength, speed, stamina) and appearance, the game offers no meaningful long-term goals or skill development. The “World Championship” mode can be completed in “less than half a day,” as PC Player noted, with opponents offering minimal challenge. The AI lacks tactical diversity, and the 3 difficulty levels fail to compensate for the underlying mechanical simplicity. Online play (2-player via network) was technically innovative for 1999 but hampered by lag and the same flawed controls. Ultimately, KO fails to deliver on its promise of strategy or realism, reducing boxing to a test of reflexes rather than intellect or technique.


World-Building, Art & Sound

KO‘s strongest element is its visual presentation, which leverages the gxEngine‘s capabilities to create convincing 3D environments. The 5 boxing rings are detailed, with dynamic lighting that illuminates sweat and punches—a feature praised by PC Joker (Germany). Character models, while polygonal, are distinct, with customizable appearances (though animations are stiff). The use of 3D backgrounds and environmental effects (like crowd dynamics) adds a layer of immersion absent in earlier 2D boxing games. However, as Hacker (Germany) noted, the game’s graphical appeal is undercut by technical hiccups: “The animation of the polygon-Tysons could be smoother,” with movement described as “swampy” by reviewers.

Sound design is functional but unremarkable. Punches and crowd noises are serviceable, yet the audio lacks impact. The announcer and music are generic, failing to evoke the atmosphere of a major bout. Voice acting is minimal, with opponents offering no taunts or personality. The omission of licensed music or authentic stadium sounds further diminishes the game’s sense of place. While KO excels in visual polish, its audio-visual presentation feels sterile, mirroring the game’s lack of narrative depth. The result is a technically competent but emotionally sterile experience, where the spectacle of the ring feels hollow without the drama to sustain it.


Reception & Legacy

Upon release, KO received mixed reviews, with a MobyGames critic score of 67% based on six publications. FamilyPC Magazine (88%) praised it as “arcade boxing finally on the PC,” comparing it favorably to action films like Van Damme’s. Conversely, PC Player (Germany) awarded a dismal 55%, decrying its “dreadfully poor” implementation of details like ring locations. Common criticisms included shallow gameplay, floaty controls, and the absence of strategy. GameStar (Germany) noted that after completing the championship, “the game quickly becomes boring,” while PC Joker lamented the “spectacular” sound design was undermined by “poor sound effects.”

Commercially, KO faded into obscurity. Its lack of a console port and niche PC focus limited its reach, and it was soon overshadowed by more polished titles like Prince Naseem Boxing (1999). Today, it survives only on abandonware sites like MyAbandonware, where it serves as a cautionary tale about prioritizing graphics over gameplay. Its legacy is one of missed potential—a game that pushed technical boundaries on PC but failed to capture the soul of boxing. Unlike contemporaries that influenced future titles, KO left no discernible mark on the genre, remembered only for its ambitious yet flawed execution.


Conclusion

KO is a product of its time—a 1999 PC boxing title that exemplifies the era’s strengths (ambitious 3D graphics, technical innovation) and weaknesses (shallow mechanics, lack of depth). It succeeds visually but fails mechanically, reducing a complex sport to a repetitive button-masher. While its customizable boxers and online multiplayer were forward-thinking, the core combat system is too simplistic and unresponsive to provide lasting satisfaction. As MyAbandonware’s scathing review concludes, “KO Boxing is far from a knockout.”

Ultimately, KO is a historical curiosity rather than a classic. It stands as a reminder that technical prowess alone cannot save a game lacking design vision or mechanical integrity. For retro gaming enthusiasts, it offers a glimpse into PC gaming’s growing pains, but for modern players, its flaws render it unplayable. In the pantheon of sports games, KO is not a contender—it’s a contender who fell in the first round, its legacy defined by what it could have been rather than what it was.

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