Joystick | Action |
---|---|
UP | Up |
DOWN | Down |
LEFT | Left |
RIGHT | Right |
◯ ⬤ | Fire |
⬤ ◯ | Fire |
◸ ◥ | Training |
◤ ◹ | Fire |
●○○○ | 1p vs CBM |
○●○○ | 2p vs CBM |
○○●○ | 1p vs 2p |
Joystick | Action |
---|---|
UP | Up |
DOWN | Down |
LEFT | Left |
RIGHT | Right |
◯ ⬤ | Fire |
⬤ ◯ | Fire |
◸ ◥ | Training |
◤ ◹ | Fire |
●○○○ | 1p vs CBM |
○●○○ | 2p vs CBM |
○○●○ | 1p vs 2p |
Judo is an ancient and subtle Japanese art of unarmed combat. Essentially judo is the art of gripping or throwing your opponent. Punches, kicks, and so on are not allowed. In judo you look for an opening to exploit. Using judo it is possible to throw a far heavier and stronger opponent. Each throw is a complex combination of exact moves on the joystick.
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 to Judo can take on the world. Hard work, 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.
When the game goes into DEMO mode, quickly press TR, A, B or C on the joystick to change the game mode. Just pressing FIRE once into DEMO will start a 1p vs CBM by default, unless you change the game mode first.
Learn to get grip on your opponent:-
TOMOE-NAGE is a sacrificial 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. Centre the joystick first. Press FIRE (to show you are attacking) and keep it pressed while you move the joystick RIGHT to step backwards then DOWN.
(a) Left facing Tomoe-Nage
From 12 o clock clockwise: RIGHT - RIGHT/DOWN - DOWN
Do it all in one continuous movement.
(b) Right facing Tomoe-Nage
From 12 o clock clockwise: LEFT - LEFT/DOWN - DOWN
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. Keep the joystick centred before pressing and holding FIRE and beginning your move:
Name | Movement (facing left) | Movement (facing right) |
---|---|---|
TOMOE NAGE | RIGHT, RIGHT/DOWN, DOWN | LEFT, LEFT/DOWN, LEFT |
O SOTO GARI | DOWN, LEFT/DOWN, LEFT, CENTRE | DOWN, RIGHT/DOWN, RIGHT, CENTRE |
UCHI MATA | RIGHT, RIGHT/UP, UP, LEFT/UP ,LEFT, RIGHT | LEFT, LEFT/DOWN, DOWN, RIGHT/DOWN, RIGHT, LEFT |
DE ASHI BARAI | DOWN, RIGHT/DOWN, RIGHT, RIGHT/UP, UP | DOWN, LEFT/DOWN, LEFT, LEFT/UP, UP |
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.
Terminology | Description |
---|---|
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. You start as a WHITE BELT and work your way upwards |
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 |
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 go grip (better than his). As you approach your opponent, stab 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 successful your opponent will fly through the air and land flat on his back (you win). For a perfect attack the referee award you 10 points (IPPON) and your opponent goes home.
You meet the next contestant. The referee will award less the 10 points if your opponent does not land flat on his back (Maybe you needed better grip or more strength or maybe twisted out of your attack).
Defence
There are two main defences against being thrown and losing:
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 a fighting). If you choose the correct defence for the attempted attack and do so quickly enough, you may block the throw.
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.
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 you to learn and discover. GOOD LUCK.
PROGRAMMER: Andy Walker
MUSICIAN: Paul Hodgson