Budokan: the Martial Spirit manual
Budokan: Martial Spirit You can load the game with certain features set the way you like just by typing an argument after the lodaing command, BUDO: The program automatically detects the best graphics mode for your computer - you're not required to enter an argument. However, there are occasions when you'll want to change the graphics mode. Maybe your computer is capable of handling EGA mode, but you'd rather view the game in CGA mode. The program does not automatically detect the best sound driver (except for Tandy). If you want to listen to your Adlib card instead of your internal PC speaker, you'll need to instruct your computer to use the Adlib card. You must have the card installed to be able to use it. These are the arguments you can use: HERCULES Runs game in Hercules mode. CGA Runs game in CGA mode. EGA Runs game in EGA mode. VGA Runs game in VGA mode. MCGA Runs game in MCGA mode. CMS Plays music on the Creative Music Card (CMS Card) ADLIB Plays music on the ADLIB Card MT32 Plays music on the Roland MT32 cards. JOY1 Player 1 uses Joystick #1 JOY2 Player 2 uses Joystick #2 NOSHADOWS The characters in Budokan cast shadows if the program thinks your computer is fast enough to display them. You can increase the game speed by removing them with this command. SHADOWS If shadows don't appear and you want them to, type this command. Let's say you want to load the game with these features: EGA graphics mode, music generated with the AdLib board (you must have an AdLib board installed), and no shadows. You'd type: BUDO EGA ADLIB NOSHADOWS WELCOME, STUDENT I am Tobiko-Sensei, a simple teacher. This dojo exists to offer martial arts training to those who seek it. Do you come to the Tobiko-Ryu Dojo to study bujutsu, the art of battle, or budo, the path of life? That is for you to decide, but be forewarned that either path will require rigorous training and absolute dedication. Empty your mind of preconceptions; they will only delay your physical and spiritual advancement. And also know that martial arts can not bestow physical strength on one who is not also strong of spirit. The Tobiko-Ryu Dojo offers training in four martial arts: Karate, Kendo, Nunchaku, and Bo. First you will jiyu-renshu; or practice your skills alone. Then you will kumite; or spar against instructors. There is also a Free Spar mat where you can spar against students practicing other disciplines. When you are ready, if you wish, you can travel to the world championship martial arts tournament at the Budokan. There you must match your skills against advanced students in many disciplines, and you will see weapons and techniques that are not used in this dojo. How well you preform against these opponents depends entirely on your experience and dedication. CONTROLLING THE GAME Press ESC at any time to display the Game Configuration menu. This menu lets you specify how to control different parts of the game. To choose an item, enter its number. Press Esc again to return to Budokan. INPUT DEVICES Press 1 or 2 to specify how Players 1 and 2 will control the game. You can choose the keypad, the keyboard, or a joystick for your input device. For each martial art, the game controls are shown on grids, and the actual control depends on the input device you choose. The following grids show the actual commands, depending on the input device. Q W E 7 8 9 A S D 4 5 6 Z X C 1 2 3 Keyboard Keypad The Action button lets you make selections and perform certain moves. For the different input devices, the Action buttons are: Keyboard Left Shift key Keypad Right Shift key Joystick Joystick button If you select joystick control, a grid appears to help you center your joystick. Press T to tune your joystick, and follow theprompts. Press any key when you are done to return to the Game Configuration menu. Press: 3 To toggle sound on and off 4 To specify the way music will be created 5 To return to DOS TOBIKO-RYU DOJO -- THE TRAINING HALL You stand in the main courtyard. Surrounding you are the various training halls. To begin your training, walk into one of the four dojos: * Karate, Kendo, Nunchaku, or Bo. Use the eight directions of Player 1's input device to walk into a dojo. * The dojos direction are listed here. Make a note of this. Tobiko-Sensei Top of the screen Bo Middle-right of the screen Karate Lower-right of the screen Nunchaku Lower-left of the screen Kendo Middle-left of the screen Free Spar Mat Top-left of the screen In each dojo, you are given three choices: Jiyu-renshu Lets you practice alone Kumite Lets you spar with an instructor Leave Dojo Returns you to the courtyard Move the Yin Yang symbol up and down using Player 1's input device or the cursor keys, and press ENTER to make a selection. At the start of each exercise, Tobiko-Sensei says hajimae (pronounced ha*gee*may), which means "begin" in Japanese. JIYU-RENSHU This is a time of practice and self-study where you fight an imaginary enemy. Practice each move again and again until you can perform any of them quickly and precisely. When you have memorized every move and can throw any strike and parry any blow immediately, imagine yourself facing an opponent. If he throws a punch to your solar plexus, parry the blow with a mid-range block. If he spins to kick your forehead, drop to a crouch and kick his leg out from under him. The Stamina Bar at the top of the screen tells you how tired you are and how well you can perform. For more information on this indicator, see the Stamina Bar section. When you are through practicing alone and want to spar with another student or leave the dojo, press B to bow and conclude the exercise. KUMITE This is an opportunity to spar with instructors of various degrees of difficulty. You are given three choices: Sankyu Easiest Ikkyu More difficult Shodan Most challenging Move the Yin Yang symbol up and down using Player 1's input device or the cursor keys, and press ENTER to make a selection. In addition to your Stamina Bar above you on the left, your sparring partner also has a stamina bar. For more information on this indicator, see the Stamina Bar section. Use your instructors wisely. They are not there for you to simply fight or defeat. They are also there so you can practice combination moves, timing, and correct distance. Do not think instructors reduce their attacks as you grow weaker. It is the quality of your technique, variety of moves, and how comfortable you are with that knowledge that counts. Remember, your instructors are your partners. SCORING Each time you strike your opponent, a number appears indicating the strength of your strike; the higher the number, the more damage you inflicted. And you receive a bonus when you use a move for the first time. When the match is over, you are shown your score, which is the total of all your strike points. If you want to stop in the middle of a sparring match, press B to bow and exit the match. STAMINA BAR The Stamina Bar indicates your current strength and endurance; the longer the bar, the more stamina you have. Performing difficult moves or being struck by an opponent reduces your stamina. Resting and successfully blocking blows from your opponents lets your stamina increase. Blocks prevent you from regaining stamina, so only block your opponent's attacks as they come. If you perform a block and hold it, your stamina will not increase until you relax again. The Stamina Bar is color-coded so you can approximate your status with a glance: Green Full strength. Your moves are quick. Yellow 60% stamina loss. Your reactions are slow. Avoid making high-energy attacks and try to block your opponent's strikes. Red 80% stamina loss. You are very close to exhaustion. You cannot perform strenous attacks quickly. Avoid most offensive moves and block your opponent's strikes until you regain strength. KI BAR Ki (pronounced "key") is the term describing the energy of the universe. It is the essential life force that flows through and around us. Your ability to accumulate and focus this energy and let it flow freely within you is essential to your understanding and growth. The Ki Bar is a measure of how much ki you have; the longer the bar, the more ki you possess. The longer you stay in a match without attacking, the more ki you collect. The more ki you focus when you attack, the more damage you inflict. When you attack, you use half your ki for the blow. If you strike your opponent, he loses half of his ki, too. Similarly, if you are building up ki and get struck by your opponent, you will lose half of it from the blow. If you are forced off the mat during the match, you lose half your ki. PERFORMING THE MARTIAL ARTS The grids on the following pages correspond to your input device. The lines on the grids show the path the joystick must follow, or they connect the keys you must press. Wherever a circle appears, press your Action button. A thick line indicates a path you follow while holding down the Action button. For example: The grid below shows you how to perform an attack in karate where you first crouch and then kick high. Next to him is the movement grid showing how to perform this move. (My drawing might not be that good so just do what you can with it) 7 8 9 7 8 / / 4 5 6 4 | / |/ 1 2 3 1 O 3 With a joystick: 1. Pull the joystick down to crouch. 2. Press the Action button and quickly move the joystick to the upper right corner to kick. 3. Release the Action button and return the joystick to the center. With the keypad (keyboard commands are in parentheses): 1. Press 2 (X) to crouch. 2. Simultaneously press RIGHT-SHIFT (LEFT-SHIFT) and 9 (E) to kick. 3. Release all buttons. To smoothly perform each move, time your controls to the character's movement on the screen. If you are using the keyboard, each keypress must quickly follow the previous keypress. For instance, in the above example, if you release the 2 (X) key and wait too long before pressing the 9 (E) key, you will stand back up and throw a high punch. Until you learn to perform a move fluidly, do not release any keys until the move is completed, and you will learn timing more quickly. Though each martial art has many different moves, each motion is represented in an intuitive way. To do high kicks, blows, or blocks, you use the top row of keys on your keyboard or push the joystick up. To do low kicks, blows, or blocks, use the bottom row of keys or pull the joystick down. With practice, you will be able to perform each move quickly and smoothly. Jiyu-renshu to learn them well. Only when they become second nature will you be ready to take on human opponents. (The diagrams for the moves are in a separate file which is named MOVES.DOC. It is for your convenience, since you will want to print them out. My apologies if you cannot understand them.) FREE SPAR Walk to the Free Spar mat to compete with a human or computer opponent. Move the Yin Yang symbol with your input device or the cursor keys and press Enter to make a selection. sparring on the Free Spar mat is similar to Kumite. See "Kumite" in the Tobiko-Ryu Dojo -- The Training Hall section for a complete description of sparring. Note, however, that your opponents on the sparring mat are not teachers, but students like yourself. They will not reduce their attacks as you weaken. TOBIKO-SENSEI Walk into the building between the Free Spar mat and the pond to seek wisdom from Tobiko-Sensei. Inside, you are given three choices: Budokan Select this when you are ready to travel to the Budokan. Press the spacebar to begin the tournament. Talk This seeks wisdom from your sensei. Press the spacebar when you have duly noted his advice. Do not pester the sensei, for he is a man of great patience, but not eternal patience. Courtyard Returns you to the dojo. BUDOKAN In the tournament, you are only allowed to use any one martial art a maximum of four times. Under each martial art are dots indicating how many more times you can use that art. To win the Budokan, you must use many arts, thus you must plan each choice of art carefully depending on the martial art chosen by your opponent. Do not fight your easiest four opponents with your best art. Engaging opponents in the Bodokan is similar to kumite (See "Kumite" in the Tobiko-Ryu Dojo - The Training Hall section for a complete description), except you are often pitted against adversaries who practice martial arts not taught in the Tobiko-Ryu Dojo. Even if they practice an art that is taught in your dojo, remember they were instructed in a different dojo, and they will have different fighting styles and may perform attacks unfamiliar to you. You are give three chances to defeat each opponent. If you succeed, you meet the next contestant. If you fail three times, you are set back to your previous contestant. (For example: If you last Match 5 three times, you are taken back to Match 4.) If you run out of weapons to fight with - remember you can only use each weapon four times - you are taken back to the Tobiko-Ryu Dojo. MARTIAL ARTS RANKING Every school has its own way of ranking. Most commonly, a beginner wears the white belt. As you grow more skilled in your art, the color gradually progresses to black. Kyu Ranks (Mudansha) Undergraduates Level Rank 6 Rokkyu 5 Gokyu 4 Yonkyu 3 Sankyu 2 Nikyu 1 Ikkyu (Most advanced undergradute) Dan Ranks (Yudansha) Black Belts Level Rank 1 Shodan 2 Nidan 3 Sandan 4 Yondan 5 Godan 6 Rokudan 7 Shichidan 8 Hachidan 9 Kudan 10 Judan (Most advanced master) Below are the diagrams that you will need to know to be able to block or attack during the game. The execution of a move is pretty tricky, so don't be discouraged if your move doesn't turn out like how you planned it. KARATE Jump Jump Back 7 8 9 Jump Forward Lean Back to Kick 4 5 6 Lean Forward to Kick Step Back 1 2 3 Step Forward Crouch High Block 7 8 9 High Punch With the shift key press down, press Mid Block 4 5 6 Mid Punch one of these key. Low Block 1 2 3 Low Punch (With Front Leg) (With Back Leg) High Kick o 8 o High Kick Press either 4, 6, 4 & 1, | | 4 & 7, 6 & 3, 6 & 9, and Mid Kick o --- --- o Mid Kick then Action Button. | | Low Kick o 2 o Low Kick High Spin Kick 7 8 9 Press 6, Action Button, and \-------\ then quickly press 7, 4, or Mid Spin Kick <======== o 1. /-------/ Low Spin Kick 1 2 3 Jump Forward <======== o Press 9, AB, and 7. Spin Kick / 4 / 6 1 2 3 Spinning <=== o 9 Press 8, AB, then 7. Jump Kick | 4 | 6 1 2 3 Jump Back Jump Kick Jump Forward and Kick o o o and Kick Press either 7, 8, or 9, and \ | / AB. 4 \|/ 6 1 2 3 7 8 9 Press 2 & 1, or 2 & 3, and AB. 4 | | 6 Crouch | | Crouch Sweep o---| |---o Low Kick Kick Crouch 7 8 / Press 2, AB, 9. High / Kick 4 | / 6 |/ 1 o 3 KENDO Jump Jump Back 7 8 9 Jump Forward Lean Back to Strike 4 5 6 Lean Forward to Lunge Step Back 1 2 3 Step Forward Crouch Two-Handed High High Block | 8 / Strike Press AB, then either 9, | / 6, 4, 4 & 7, or 4 & 1. Mid Block <=== o ===> Two-Handed Mid | Strike Low Block | 2 3 (Two Hits) 7 8 /| Two-Handed Press AB, 9, and then 6. / | High & Mid 4 o | Strike (Two Hits) 1 2 3 7 8 o High Lunge Press either 4, 6, 6 & 3, | or 6 & 9, and AB. One-Handed o---- ----o Mid Lunge High Strike | 1 2 o Low Lunge High Parry 7 8 9 Press 6, AB, and either 1, \-------\ 4, or 7. Mid Parry <======== o /-------/ Low Parry 1 2 3 Two-Handed 7 8 9 High Strike Press 4, AB, and either 1, /-------/ 6, or 9. o ========> Two-Handed | Mid Strike Two-Handed | 2 3 Low Strike Jumping One-Hand Strikes High <=== o 9 Press 8, AB, and either 4 or / | 7. Mid / | 6 1 2 3 7 8 /o Jump Forward Press 9, AB, and 6. / | High Lunge 4 / | 1 2 3 7 8 /o Jump Forward Press 9, AB, and 3. / | High Strike 4 / | | 1 2 | 7 o 9 Jump Mid Press 8, AB, and 2. | Strike 4 | 6 | 1 | 3 Jump High Strike 7 o o Jump Forward Press either 8 or 9 and AB. | / High Strike 4 |/ 6 1 2 3 7 8 9 Press 2 & AB, or 2, 1, AB. 4 | 6 Crouch | One-Hand o--- o 3 Low Strike Crouch Two-Handed Low Strike 7 8 9 Press 2, AB, then 5. 4 | 6 Crouch | Two-Handed 1 o 3 Mid Strike NUNCHAKU Jump Jump Back 7 8 9 Jump Forward Ready to Twirl 4 5 6 Ready to Whip Step Back 1 2 3 Step Forward Crouch High Block 7 8 9 High Roundhouse Mid Block 4 5 6 Mid Roundhouse Low Block 1 2 3 Low Roundhouse 7 8 o High Whip Press 6, 6 & 3, or 6 & 9 | and AB. 4 -----o Mid Whip | 1 2 o Low Whip Twirl Weaopon Triple Strike 7 / 9 Press 4, AB, and either 2 / or 8. o----- 6 \ Underhand 1 \ 3 Twirl Jump Mid 7 o 9 Press 8, AB, and 5. Strike | 4 | 6 1 2 3 7 8 /o Jump Forward Press 9, AB, and 6. / | Mid Strike 4 / | 1 2 3 Jump and Strike 7 o o Jump Forward Press 8 & AB, or 9 and AB. | / and Strike 4 |/ 6 1 2 3 Jump Spin <=== o 9 Press 8, AB, and 7. High Strike | 4 | 6 1 2 3 <======== o Jump Forward Press 9, AB, and 7. / Spin High 4 / 6 Strike 1 2 3 7 /o 9 Press 8, AB, and 4. / | Jump Spin / | 6 1 2 3 7 8 /-/o Jump Forward Press 9, AB, and 4. /----/ / Spin Mid 4 / 6 Strike 1 2 3 High Parry | 8 9 Press 4, 4 & 1, or 4 & 7, | and AB. Mid Parry o----- 6 | Low Parry | 2 3 7 8 9 Press 2 or 2 & 1, and AB. 4 | 6 | Crouch o--- o 3 Parry Low Crouch Strike Low 7 8 9 Press 2, AB, and 5. 4 | 6 | 1 o 3 Crouch Strike Mid 7 8 9 Press 2, AB, and 4. \ | 6 \ | 1 \o 3 Crouch Parry Mid Bo Jump Jump Back 7 8 9 Jump Forward Pull Back to Strike 4 5 6 Lift Forward to Strike Step Back 1 2 3 Step Forward Crouch High Block 7 8 9 High Thrust Mid Block 4 5 6 Mid Thrust Low Block 1 2 3 Low Thrust High Strike o 8 o High Strike Press 4, 6, 4 & 1, 4 & 7, | | 6 & 3, or 6 & 9, and AB. Mid Strike o--- 5 ---o Mid Strike | | Low Strike o 2 o Low Strike Spinning Jump Strikes <=== o 9 High Strike Press 8, AB, and 7. | 4 | 6 1 2 3 7 /o 9 Low Strike Press 8, AB, and 1. / | 4 / | 6 / / 2 3 <======== o Forward High Press 9, AB, and 7. / Strike 4 / 6 1 2 3 7 8 /- o Forward Mid Press 9, AB, and 4. /----/ / Strike 4 / 6 1 2 3 Overhead Strikes High Strike 7 8 9 Press 6, AB, and 4, 1, or \-------\ 7. Mid Strike <======== o /-------/ Low Strike 1 2 3 Spin Strikes 7 8 9 High Strike Press 2, AB, and 6, 3, or /-------/ 9. o ========> Mid Strike \-------\ 1 2 3 Low Strike Jumping Mid Strikes Back o o o Forward Press 7, AB, and 4, 8, AB, | | | and 2, or 9, AB, and 6. | | | | 1 | 3 Jumping High Strikes Back o o o Forward Press 7, 8, or 9 and AB. \ | / 4 \|/ 6 1 2 3 7 8 9 Press 2, and 1 or 3, and AB. 4 | | 6 Crouch | | Crouch Spin Strike o --| |-- o Low Strike 7 | 9 Press 2, AB, and 8. | 4 | 6 | 1 o 3 Crouch Mid Strike And that concludes the diagrams that shows you how to block, strike, etc. If you are using the keyboard instead of the pad, just simply replace the numbers with the letters. The equivalence of the keyboard to the keypad would be: Q W E 1 2 3 A S D 4 5 6 Z X C 7 8 9
Back to the game