                     JUDO UCHI MATA
            Technical Consultant Brian Jacks

Type LOAD "" and then press ENTER key.

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 skilful exponent to 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

Brian Jacks received his black belt, 1st Dan, when only
15. He is now at 7th Dan, an elite world group.
Having won the British Championship eleven times, the
Open Championship five times, the European
Championship four times and an Olympic Medal, he is
one of the most knowledgeable and foremost
exponents of Judo in the world.


                                                 Feet
 Relative                                     position at
red/white            SCREEN LAYOUT             moment of
 stamina                                       attack or
 and grip                                       referee
                                              signals. The
                                              positions of
           Indicates attacking player (TORI)     his arm/
                                                  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



Learn to get grip on your opponent:-
  Get into Practice Mode. (Player 2 never tights 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 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. Press fire (to show you are
attacking) and keep it pressed              U  
while you move the joystick            LU        RU
backwards (right) then down--       L       C       R 
like in this diagram.                  LD        RD
                                            D

(a) Left facing Tomoe-Nage (C - R - RD - D)
  Do it all in one continuous move-
ment. Naturally if you are facing
right, backwards means left--like in
this diagram
(b) Right facing Tomoe-Nage (C - L - LD - 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 nest to the clock.


Right Facing                            Left Facing

L-LD-D              TOMOE NAGE               R-RD-D

R-RU-U-LU-L-R        UCHI MATA        L-LD-D-RD-R-L

D-RD-R-C            O SOTO GARI            D-LD-L-C

D-RD-R-RU-U        DE ASHI BARAI        D-LD-L-LU-U


  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--sacrificial stomach throw
0 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 go 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 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
than 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:
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 a 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


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

1   PL1 vs Comp.
2   PL2 vs Comp.
3   PL1 vs PL2
4   Practice

CBM64/128

Joystick port 1 controls player one white).
Joystick port 1 controls player one white).

Function keys: F1 PL1 vs CBM
               F3 PL2 vs CBM

               F5 PL1 vs PL2 Winner takes on computer
               F7 Practice Mode

RUN/STOP jumps to Demo Mode

When in 'Demo' mode: M toggles Music on/off
                     N toggles named moves on/off
                     K toggles Sound effect on/off game


AMSTRAD

Joystick port controls player
one.
Cursor keys control player     MSX
two.
Copy or space is fire.         Joystick controls player 1.
Escape always jumps to Demo    Cursor keys control player 2.
Mode.                          Space is "Fire".
                               "S" always jumps to demo mode. 
Option Keys
F1  PL1 vs Comp.               F1  PL1 vs Comp.
F3  PL2 vs Comp.               F2  PL2 vs Comp.
F5  PL1 vs PL2                 F3  PL1 vs PL2
F7  Practice                   F4  Practice

-------------------------------------------------------------------------------
Re-edited Steve Harrison's work to create Alternative Software's version by
Frode Tenneb, 20050815.
