NOTICE TEXTE n° 1 (12.89 Ko)
UCHI MATA
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| SPECTRUM/AMSTRAD CPC |
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Introduction by Brian Jacks
Judo is an ancient and subtle Japanese art of unarmed combat. It allows for
both attack and defence. In its higher form it is a ritual combat between two
opponents on a mat, but in the world outside the Judo hall - it is a perfect
preparation for survival. An exponent of Judo who is attacked, even by an armed
and physically stronger opponent, can use his superior knowledge, skill and
ability to overcome the aggressor.
Essentially Judo is the art of gripping and/or throwing your opponent.
Punches, kicks, etc are not allowed.
In Judo you look for an opening to exploit. For example, your opponents
weight can be used to your advantage if you can catch him off balance. Using
Judo it is possible to throw a far heavier and stronger opponent. Needless to
say, a strong and skillful exponent of Judo can take on the world.
Hardwork, dedication and courage are essential if you are to master all the
combat techniques.
Remember, the more you sweat in training, the less you'll sweat on the mat.
Brian Jacks, 7th Dan
Setting Up
Amstrad
Joystick port controls player one.
Cursor keys control player two.
Copy or space is fire.
Escape always jumps to Demo Mode.
Spectrum
Joystick controls player one. Keys control player two.
KEY ACTION
Q Up
A Down
O Left
P Right
SPACE FIRE
"S" always jumps to Demo Mode.
Option Keys Amstrad Spectrum
F1 1 PL1 vs Comp. } Your opponents
F3 2 PL2 vs Comp. } get better as
F5 3 PL1 vs PL2 } you win
F7 4 Practice
High Score Table
You will have an opportunity to enter your name if your score is good enough.
Move the joystick left or right to choose letters. Fire to select.
Feet
positions at
moment of
Relative SCREEN LAY-OUT attack or
red/white referee
stamina signals. The
and grip position of
his arm/
| Indicates attacking player (TORI) hand
| / \ indicates
| / \ the points
| / \ awarded
| / \ (10, 7, 5 or 3)
___|_______ _________ ____________ _________ _____|_____
| | | | | | | | | | | |
| | | WHITE | | TIME | | RED | | |
| | |_________| |____________| |_________| | |
| | ________________________________________ | |
| | | __ __ | | |
| | | KEIKOKU | | WAZA ARI | | KEIKOKU | | |
| | | YUKO | | YUKO | | CHUI | | |
| | | SHIDO |__| KOKA |__| SHIDO | | |
|___________| |_______/________________________\_______| |___________|
/ _________ _________ \
Points awarded to/ |__WHITE__| |___RED___| Points awarded to red
white player by / \ player by referee
referee COMPUTER SCORES
Getting Started
Learn to get grip on your opponent:-
Get into Practice Mode. (Player 2 never fights back). Walk towards your
opponent. Stab the fire button. If you're in range, you'll get best grip. The
earlier you can get a grip the stronger grip rating you'll be awarded.
An example throw - TOMOE-NAGE: This is a sacrifical throw, which means that
you throw yourself onto the mat and use that transfer of weight to carry your
opponent over the top. You fall backwards and down to the mat - so that's what
you do with the joystick to perform this throw. Press fire (to show you are
attacking) and keep it pressed while you move the joystick backwards (right)
then down - like in this diagram.
(a) Left facing Tomoe-Nage
U
LU . . . RU
. . .
L .....C===== R
. . . /
LD . . ./RD
<---
D
Do it all in one continuous movement. Naturally if you are facing right,
backwards means left - like in this diagram.
(b) Right facing Tomoe-Nage
U
LU . . . RU
. . .
L =====C..... R
\ . . .
LD\. . . RD
--->
D
Remember - an attacking move must be initiated whilst your ATTACK INDICATOR
is on the screen. The Attack indicator is a red or white coloured box which
appears next to the clock.
Right Facing Left Facing
U U
LU . . . RU LU . . . RU
. . . . . .
L .....C..... R TOMOE NAGE L .....C..... R
====. . . .====
LD\. . . RD LD . . ./RD
---> <---
D D
U U
LU . . . RU LU . . . RU
. . . . . .
L .....C<---- R O SOTO GARI L ---->C..... R
.". . / \ . .".
LD . ". ./RD LD\. ." . RD
"---- ----"
D D
U U
-------
LU/. . .\RU LU . . . RU
/ . .==== . . .
L -----C----->R UCHI MATA L<-----C----- R
. . . ====. . /
LD . . . RD LD\. . ./RD
-------
D D
U U
<--- --->
LU . . .\RU LU/. . . RU
. . . \ / . . .
L .....C.....|R DE ASHI BARAI L|.....C..... R
.". . / \ . .".
LD . ". ./RD LD\. ." . RD
"---- ----"
D D
(=== -Indicates not essential)
There are more moves within the machine, you may find them by accident or by
hard work in the practice hall. Remember the referee will take a dim view of
illegal moves. Now go take on the world.
General Information and Terms used in the Game
TORI - the attacking player regardless of red or white
UKE - the defending player
GRADES - In Judo people are graded from white belt, a novice, up to 10th Dan.
In the game UCHI-MATA, you will start as a WHITE BELT and work your way
upwards.
Brian Jacks is an elite 7th Dan. He is the youngest person in the world ever
to achieve this status whilst still participating in international competitive
Judo.
IPPON - this is the winning perfect throw worth 10 points.
WAZA-ARI - a near-perfect throw worth 7 points. Two WAZA-ARI throws equal one
IPPON.
YUKO - a good throw worth 5 points.
KOKA - only a small advantage gained. Worth 3 points.
KEIKOKU CHUI SHIDO - Varying degrees of illegal moves leading to penalty points
against the offender or even HANSOKU MAKE - disqualification.
SOME MAJOR THROWS
TOMOE-NAGE - sacrifical stomach throw
SOTO GARI - major outer reaping
DE ASHI BARAI - advancing ankle sweep
UCHI MATA - inner thigh throw
(There are more throws in the game for you to discover).
Joystick controls:- A Judo throw is a combination of moves and actions
performed to construct an attack. You will need to learn these sequences to
throw your opponent.
Grip:- Before you can attack an opponent you need to take a grip on his jacket
(JUDOGI). To score big points you need good grip (better than his). As you
approach your opponent, stab the fire button and if you're in range, you'll get
first grip (best).
Attack:- To attack, press FIRE, and keep it pressed while moving the joystick
through your chosen attack sequence. If successful your opponent will fly
through the air and land flat on his back (you win). For a perfect attack the
referee will award you 10 points (Ippon) and your opponent goes home. You meet
the next contestant. The referee will award less than 10 points if your
opponent does not land flat on his back. (Maybe you needed better grip or more
strength or maybe he twisted out of your attack).
Defence:- There are two main defences against being thrown and losing;
1. Defend against the attack very quickly (before your feet leave the
ground) by pulling back or leaning forward (joystick right or left
depending on the way you are fighting).
If you choose the correct defence for the attempted attack and do so
quickly enough, you may block the throw.
2. If you are being thrown, try twisting the joystick. You may twist out of
the attack and land on your feet so your opponent scores nothing. A
successful defence requires speed and strength, therefore, it becomes
more difficult as your stamina decreases.
Summary
These instructions are merely a guide to the game. As you play the game, and if
you practice hard, you will discover many useful techniques to outwit your
opponent. There is much for you to learn and discover. GOOD LUCK!
© Software Communications Limited. 1987.
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