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                           Budokan:  Martial Spirit

                             Typed by Golden One

                            Another API Production

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Special thanks to Hill Billy for the originals...

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



