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.
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 your joystick 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
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 your joystick, and press FIRE
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 fire 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 your joystick, and press FIRE
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 joystick. The lines
on the grids show the path the joystick must follow.
Wherever a circle appears, press your fire 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.
1. Pull the joystick down to crouch.
2. Press the fire button and quickly move the joystick to the upper right corner to kick.
3. Release the fire button and return the joystick to the center.
To smoothly perform each move, time your controls to the character's movement
on the screen.
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.
TOBIKO-SENSEI
Walk into the building in the top of the screen 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.
Sorry the diagrams isn't available yet.
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