As in real karate, skill, speed, and timing are the necessary ingredients to play "RINGSIDE KARATE".
Each player controls one fighter with a joystick. Moving the stick right and left moves the fighter forward and back.
To punch, move
the joystick forwards your opponent and press the fire button.
To kick, push the joystick away from you (diagonally, northeast for the right player) and press the fire button.
To foot sweep move it southeast (left player) or southwest (right player) and press the fire button.
Pressing the fire button in any other position causes a defensive block. To win, you must score ten knock downs, each
worth 100 points.
Timing is crucial because the fire button must be released for a moment before another attack can be made. If the button is pressed
rapidly the fighter won't move and will likely be knocked down. Blocking provides a limited defense and is best used just before a counter
attack or when backing up.
Those who have played an arcade karate game will find the controls easy.
Ringside Karate is written entirely in machine language. "MLX," the machine language entry program found elsewhere in this
issue, is required to type it in. After loading and running MLX, enter the following addresses at the prompts:
Starting Address: 3000
Ending Address: 45BE
The game is fairly long, but much of the sprite and screen DATA are repeated numbers, which makes the typing a little easier.
To load the game, disk users should type LOAD "filename",8,1 (where filename is the name you used to save the
program). Tape users should type LOAD "filename",1,1. To start the game, type SYS 15490.
The joystick plugged into port 1 controls the fighter dressed in white, and the joystick in port 2 controls the fighter in black.
When the game is over, a winner is declared, and another game may be started by pressing any key.