Welcome to Zanshin by e4c solutions, llc!! Zanshin is an iPhone and iPod Touch
martial arts combat game app. Players
compete against either the software artificial intelligence (A.I.) or another
human opponent. In future
releases, you will see new fighter skills, new environments, new characters,
and gameplay enhancements. We have
a roadmap of where we want to go.
When we get there, you will find a very different game than the first
Zanshin Version 1.0 release. Enjoy
Episode 2: The Captain Kirk!
There are three types of martial arts competitions: Tournament, Free Play, and
Marathon. All three are available
for 1-Player gaming while Tournament and Free Play are the only two available
for 2-Player gaming.
Players compete in a series of point competition stages
to see who will win. ItÕs not
necessarily who is the most skilled, but who has the right patience to attack
when the time is right. When a
player is hit by an opponentÕs attack, play is momentarily stopped and a half
point or full point is awarded to the opponent. Both fighters reset to their neutral positions and start
again at the refereeÕs ÒFIGHTÓ signal.
Players compete in a free match to see who can land
as many techniques as possible within the time allotted. When a hit is landed
by a fighter, that fighterÕs points are incremented as the fallen player
momentarily lays on the floor. The
fallen player will get up fairly quickly to resume fighting. PLEASE NOTE: While the fallen player is on the ground, the opponent is
limited by software from starting an attack until the player has stood up.
Players
compete against an endless number of opponents to see how long they can last
without getting hit.
Players
compete against an endless number of jars thrown at them. Tan jars can be dodged or
destroyed. Blue jars will follow a
fighter that is dodging it with a maximum number of three direction changes
until it simply flies off the screen.
It is better to destroy a blue jar if you can
as dodging it will take a lot of work and luck depending on the speed of the
jar. ItÕs also best to use a LT or
FL controller. The EZ controller
uses random attack moves which most certainly will
cause the player to die.
á Blocks affect high and
midsection attacks. There is no
block for a low leg attack.
á
Attacks hit if the attackee is between
the attacker and the full extension of his attack. For example, the front foot sweep may take the attacker
behind the attackee. In this case,
the attackee will not be affected by the front foot sweep at all.
á
Attacks that ÒbarelyÓ hit the opponent
will not register as a hit knockdown.
Game controls for Zanshin split the screen into two
halves: a left half and a right
half. The left half of the screen is
primarily used for fighter on-screen directional control. The right half of the screen is
primarily used for fighter attacks.
There are two basic control types in this game: Swipes and D-Pad buttons. Each of these two control types has
three variations to accommodate skill level: EZ (Easy), LT (Lite), and FL (Full). Thus, there are a total of six unique
game controllers that can be chosen from to play Zanshin.
THE EZ (Easy) AND LT (Lite) CONTROL VERSIONS ONLY ALLOW
A LIMITED SUBSET OF SIX UNIQUE ATTACK MOVES. THE FL (Full) CONTROLS ALLOW THE PLAYER TO ACCESS THE FULL
SET OF ATTACK MOVES. THE FL
CONTROLLER IS NOT AVAILABLE IN ZANSHIN LITE.
Beginners will choose the EZ and LT versions of the game
controllers as these allow them to be highly competitive without having to
memorize the more complex control gestures of the FL version of the game
controllers.
More seasoned players will choose the FL version of the
game controllers to access the complete set of fighter moves (attack, defend,
and directional moves). Players
may further customize FL controller gestures to preferred fighter moves. This move list customization can be
found under the GENERAL SETTINGS menu and it is available only in the FL
controllers.
PLEASE NOTE:
Buttons EZ is the default control type that is chosen by Zanshin when
the app is first installed onto the iPhone or iPod Touch. IF YOU WANT TO ACCESS ALL THE FIGHT
MOVES, USE EITHER BUTTONSFL or SWIPESFL game controller!!!!!!!!!!
Buttons EZ is the default control type that is chosen by
Zanshin when the app is first installed onto the iPhone or iPod Touch.
The iPhone or iPod Touch screen is divided into two
halves: a left half and a right half.

In the left half, there is a D-Pad that controls the
following directional fighter moves:
Walk Left, Walk Right, Jump Up and Duck.
Walking and ducking are
performed by pressing and holding the appropriate D-Pad button. Jumping up is performed by tapping the top
D-Pad button. Blocking an attack is performed by facing your opponent and walking
in the direction away from your opponentÕs attack. All attack moves are blockable except
low attacks to the leg.
The right half control is a simple touch control that
will perform one of only six possible attacks. These basic attacks are a small subset of those available to
the Sweeps FL or Buttons FL controllers.
These six attacks are:
Jumping Side Kick, Front Kick, Front Foot Sweep, Rear High Side Kick,
Spinning Back Kick, and Back Foot Sweep.
When your fighter is facing the opponent, a tap on the
right half control will perform one of the following randomly: Jumping Side Kick, Front Kick or Front
Foot Sweep.
When your fighter is facing away from the opponent (the
opponent is facing the back of your fighter), a tap on the right half control
will perform one of the following randomly: Rear High Side Kick, Spinning Back
Kick, or Back Foot Sweep. These moves allows your fighter to attack your opponent and
turn around to face your opponent at the same time.
Buttons LT is the next level controller up from Buttons
EZ. Although the LT controller is
still limited to the same four attack moves as the EZ controller, intermediate
players will find that they can manually control which of the three front
facing attacks are performed by their fighter.
The iPhone or iPod Touch screen is divided into two
halves: a left half and a right half.

In the left half, there is a D-Pad that controls the
following directional fighter moves:
Walk Left, Walk Right, Jump Up and Duck.
Walking and ducking are
performed by pressing and holding the appropriate D-Pad button. Jumping up is performed by tapping the top
D-Pad button. Blocking an attack is performed by facing your opponent and walking
in the direction away from your opponentÕs attack. All attack moves are blockable except
low attacks to the leg.
The right half control is a slightly more advanced touch
control than the EZ version that will perform one of only four possible
attacks. These basic attacks are a
small subset of those available to the Sweeps FL or Buttons FL
controllers. These four attacks
are: Jumping Side Kick, Front
Kick, Front Foot Sweep and Rear High Side Kick.
When your fighter is facing the opponent, a tap on the
right half control in the top, middle, or bottom section will perform the
following moves, respectively:
Jumping Side Kick, Front Kick and Front Foot Sweep.
The player can now manually choose which of the three
attack moves to perform. This
allows the player to learn to strategize their attacks instead of performing a
random attack. These three attack moves
may be limited but they are highly effective especially in the LT
controller. You will take veterans
by surprise in this game if you learn the LT controller well.
When your fighter is facing away from the opponent (the
opponent is facing the back of your fighter), a tap on the right half control
in the top, middle, or bottom section will perform the following moves,
respectively: Rear High Side Kick,
Spinning Back Kick and Back Foot Sweep.
These moves allow your fighter to attack your opponent and turn around
to face your opponent at the same time.
The Buttons FL controller was created to allow the
player to access the complete fighter move list (attack, defend, and
directional). The move list can be customized by the user to match particular moves
with preferred swipe gestures.
The iPhone or iPod Touch screen displays one D-Pad
controller on each half of the screen.
These two D-Pad controllers in combination make up the Buttons FL game
controller.

The left D-Pad controller is used to control directional
fighter moves: Walk Left, Walk
Right, Jump Up and Duck.
Walking is performed by touching down on the left or
right D-Pad button of the left D-Pad controller and holding your finger down to
keep walking in that direction.
Lift your finger to stop walking.
Ducking is performed by touching down on the bottom D-Pad button of the
left D-Pad controller and holding your finger down to keep ducking. Lift your finger to stand up from
ducking. Jumping
up is performed by tapping the top D-Pad button of the left D-Pad controller. Blocking an attack is
performed by facing your opponent and walking in the direction away from your
opponentÕs attack. All
attack moves are blockable except low attacks to the leg.
The right half by itself is used to perform basic attack
moves. When used in conjunction
with the left half, more complex fight moves can be performed. (Please see section 3.3 for further
information on Move List Customization).
Tapping in the area above the left D-Pad will make your
fighter change the direction they are facing. Tapping on the area above the right D-Pad will make the
fighter perform a random throw move.
Either a Back Throw or Hip Throw will be performed.
AN EXAMPLE:
Using the chart found in section 3.3, the Spinning Hook Kick is
performed by a left move on the left game control and a right move on the right
game control. Thus, we need to
touch down on the left D-Pad button on the left D-Pad controller and we need to
touch down on the right D-Pad button on the right D-Pad controller AT THE SAME
TIME. The Spinning Hook Kick move
is performed.
IMPORTANT NOTICE:
Every new move (as with real world buttons) MUST BEGIN WITH A NEW TOUCH
DOWN. FOR COMPLEX MOVES REQUIRING
BOTH CONTROLLERS, TWO NEW TOUCH DOWN BUTTON GESTURES MUST OCCUR AT
APPROXIMATELY THE SAME TIME. In
the case of walking left and right, the player must touch down and hold on to
the left D-Pad controllerÕs left button to continue to walk. When further walking to the left is no
longer desired, the player must lift that finger off the button. Then, to walk right, the player must
touch down and hold on to the left D-Pad buttonÕs right button to walk to the
right. When further movement to
the right is no longer desired, the player must lift that finger off the
button.
The iPhone or iPod Touch screen is divided into two
halves: a left half and a right half.

The left half is used to perform typical iPhone/iPod Touch
swipe gestures to control directional fighter moves: Walk Left, Walk Right, Jump Up and Duck.
Walking is performed by swiping
to the left or right and holding your finger down to keep walking. Lift your finger to stop walking. Ducking is performed
by swiping downward and holding your finger down to keep ducking. Lift your finger to stand up from
ducking. Jumping
up is performed by swiping upward and lifting your finger at the end of the
swipe. Blocking
an attack is performed by facing your opponent and walking in the direction
away from your opponentÕs attack.
All attack moves are blockable except low attacks to the leg.
A tap on the left controller half (green area) will make
the fighter change the direction he is facing.
The right half control is a simple touch control that
will perform one of only six possible attacks. These basic attacks are a small subset of those available to
the Sweeps FL or Buttons FL controllers.
These four attacks are:
Jumping Side Kick, Front Kick, Front Foot Sweep, Rear High Side Kick,
Spinning Back Kick, and Back Foot Sweep.
When your fighter is facing the opponent, a tap on the
right half control will perform one of the following randomly: Jumping Side Kick, Front Kick or Front
Foot Sweep.
When your fighter is facing away from the opponent (the
opponent is facing the back of your fighter), a tap on the right half control
will perform one of the following randomly: Rear High Side Kick, Spinning Back Kick, or Back Foot
Sweep. These moves allow your
fighter to attack your opponent and turn around to face your opponent at the
same time.
Buttons LT is the next level controller up from Buttons
EZ. Although the LT controller is
still limited to the same four attack moves as the EZ controller, intermediate
players will find that they can manually control which of the three front
facing attacks are performed by their fighter.
The iPhone or iPod Touch screen is divided into two
halves: a left half and a right half.

The left half is used to perform typical iPhone/iPod
Touch swipe gestures to control directional fighter moves: Walk Left, Walk Right, Jump Up and
Duck.
Walking is performed by swiping
to the left or right and holding your finger down to keep walking. Lift your finger to stop walking. Ducking is performed
by swiping downward and holding your finger down to keep ducking. Lift your finger to stand up from
ducking. Jumping
up is performed by swiping upward and lifting your finger at the end of the
swipe. Blocking
an attack is performed by facing your opponent and walking in the direction
away from your opponentÕs attack.
All attack moves are blockable except low attacks to the leg.
The right half control is a slightly more advanced touch
control than the EZ version that will perform one of only six possible
attacks. These basic attacks are a
small subset of those available to the Sweeps FL or Buttons FL
controllers. These six attacks
are: Jumping Side Kick, Front
Kick, Front Foot Sweep, Rear High Side Kick, Spinning Back Kick, Back Foot
Sweep.
When your fighter is facing the opponent, a tap on the
right half control in the top, middle, or bottom section will perform the
following moves, respectively: Jumping
Side Kick, Front Kick or Front Foot Sweep.
The player can now manually choose which of the three
attack moves to perform. This
allows the player to learn to strategize their attacks instead of performing a
random attack. These three attack
moves may be limited but they are highly effective especially in the LT
controller. You will take veterans
by surprise in this game if you learn the LT controller well.
When your fighter is facing away from the opponent (the
opponent is facing the back of your fighter), a tap on the right half control
in the top, middle, or bottom section will perform the following moves,
respectively: Rear High Side Kick,
Spinning Back Kick, or Back Foot Sweep.
These moves allow your fighter to attack your opponent and turn around
to face your opponent at the same time.
The Swipes FL controller was created to allow the player
to access the complete fighter move list (attack, defend, and
directional). The move list can be customized by the user to match particular moves
with preferred swipe gestures.
The iPhone or iPod Touch screen is divided into two
halves: a left half and a right half.

The left half is used to perform typical iPhone/iPod
Touch swipe gestures to control directional fighter moves: Walk Left, Walk Right, Jump Up and
Duck.
Walking is performed by swiping
to the left or right and holding your finger down to keep walking. Lift your finger to stop walking. Ducking is performed
by swiping downward and holding your finger down to keep ducking. Lift your finger to stand up from
ducking. Jumping
up is performed by swiping upward and lifting your finger at the end of the
swipe. Blocking
an attack is performed by facing your opponent and walking in the direction
away from your opponentÕs attack.
All attack moves are blockable except low attacks to the leg.
The right half by itself is used to perform basic attack
moves. When used in conjunction
with the left half, more complex fight moves can be performed. (Please see section 3.3 for further
information on Move List Customization).
A tap in the green area makes the fighter change the
direction he is facing. A tap in
the blue area will perform a random throw move. Either a Back Throw or Hip Throw will be performed.
AN EXAMPLE:
Using the chart found in section 3.3, the Spinning Hook Kick is
performed by a left move on the left game control and a right move on the right
game control. Thus, we need to
swipe left on the left area of the screen and we need to swipe right on the
right area of the screen AT THE SAME TIME. The swipes must have a swipe length of at least 1 cm in
length in order to be valid – the finger does not have to be lifted from
the screen to complete the move.
When a left swipe of length 1cm occurs on the left half of the screen
and a right swipe of length 1cm occurs on the right half of the screen AT
APPROXIMATELY THE SAME TIME, the Spinning Hook Kick move is performed. Swipes do not have to be perfectly
straight but every effort must be made to make the swipe gestures as straight
in the desired direction as possible.
IMPORTANT NOTICE:
Every new move (even walking back and forth) MUST BEGIN WITH A NEW TOUCH
DOWN ON THE SCREEN AND THEN A SWIPE GESTURE. FOR COMPLEX MOVES REQUIRING BOTH CONTROLLERS, TWO NEW TOUCH
DOWN AND SWIPE GESTURE MOVES MUST OCCUR AT APPROXIMATELY THE SAME TIME. In the case of walking left and right,
the player must touch down on the left half of the screen and swipe left and
hold the finger down to continue to walk.
When further walking to the left is no longer desired, the player must
lift that finger off the screen.
Then, to walk right, the player must touch down on the left half of the
screen and swipe right and hold to walk to the right. When further movement to the right is no longer desired, the
player must lift that finger off the screen.
Below are two default move list charts. 3.3.1 shows the default move list when
the fighter is facing right. 3.3.2
shows the default move list when the fighter is facing left. The rows denote movement of the left
Button FL or Swipe FL controller.
The columns denote movement of the right Button FL or Swipe FL
controller.
Remember, in addition to the chart below, tap controls
have been added to Zanshin 1.1 and above.
Please see Section 3 for further details on the controllers.
|
|
IDLE |
LEFT |
RIGHT |
UP |
DOWN |
|
IDLE |
IDLE |
BACK KICK |
FRONT KICK |
ROUNDHOUSE KICK |
LOW KICK |
|
LEFT |
LEFT WALK |
BACK KICK |
SPINNING HOOK KICK |
MIDDLE REVERSE PUNCH |
LOW KICK |
|
RIGHT |
RIGHT WALK |
CHANGE DIRECTION |
MIDDLE LUNGE PUNCH |
UPPER LUNGE PUNCH |
LOW KICK |
|
UP |
JUMP UP |
BACK SIDE KICK |
JUMPING SIDE KICK |
BACKWARD SOMERSAULT |
FORWARD SOMERSAULT |
|
DOWN |
DUCK |
BACK FOOT SWEEP |
FRONT FOOT SWEEP |
LOW REVERSE PUNCH |
FRONT FOOT SWEEP |
|
|
IDLE |
LEFT |
RIGHT |
UP |
DOWN |
|
IDLE |
IDLE |
FRONT KICK |
BACK KICK |
ROUNDHOUSE KICK |
LOW KICK |
|
LEFT |
LEFT WALK |
MIDDLE LUNGE PUNCH |
SPINNING HOOK KICK |
UPPER LUNGE PUNCH |
LOW KICK |
|
RIGHT |
RIGHT WALK |
CHANGE DIRECTION |
BACK KICK |
MIDDLE REVERSE PUNCH |
LOW KICK |
|
UP |
JUMP UP |
JUMPING SIDE KICK |
BACK SIDE KICK |
FORWARD SOMERSAULT |
BACKWARD SOMERSAULT |
|
DOWN |
DUCK |
FRONT FOOT SWEEP |
BACK FOOT SWEEP |
LOW REVERSE PUNCH |
FRONT FOOT SWEEP |
Under GENERAL OPTIONS on the top menu, there is an option
called MOVE SETTINGS which allows:
á
the display of the move associated with particular control
gestures (left, right, up and down).
á
the ability to re-map control gestures to specific fighter
moves. In fact, it is designed
such that a number of control gestures can map to one specific move if desired.
The following is a walkthrough of the MOVE SETTINGS
screen to display and change a particular move mapping.
On the top menu, press GENERAL OPTIONS
which will lead to the following screen:

From here, press MOVE SETTINGS to get to the following
screen:

Highlighted above are the a couple of things to notice
when you enter the screen the first time:
á A D-Pad is arbitrarily used to
allow entry of control gestures on each of the two game controllers. The entered direction (such as ÒupÓ)
means the same for the Swipe FL controls in the context of swipe direction.
á The fighter starts off looking
to the left so any control gestures entered on the D-Pad will be based on the
fighter facing left.
á There are FACE LEFT and FACE
RIGHT buttons that can change the direction the fighter is facing and the
associated move list.
á Use the Close Window button to
go back to the Main Menu.
In order to display the control gesture associated with
a particular move, tap a button on a D-Pad or on both D-Pads. In the following example, the left
button is pressed and highlighted yellow to denote that the left controller is in
a left direction control gesture and the right button is pressed and
highlighted yellow to denote that the right controller is in a right direction
control gesture.
For the Button FL controllers, that means that the left
controller has its left button pressed and the right controller has its right
button pressed. For the Swipe FL
controllers, that means that a left swipe gesture is being performed on the
left half of the screen and a right swipe gesture is being performed on the
right half of the screen.

Every five seconds, the fighter on the screen will
perform the move based on the user highlighted controller buttons. Also of note is that the name of the
move being performed is displayed on the top of the screen.
With the Spinning Hook Kick being performed as above,
tap the move title ÒSPINNING HOOK KICKÓ.
An overlay screen will now be displayed:

There are two pages of fighter moves to look
through. Use the Previous Page
button or Next Page button and touch a new fighter move to associate with the
chosen control gesture. Otherwise, press the Close Window button to leave the
screen without changing anything.
After picking the move or simply closing the window, the
overlay screen will disappear and the MOVE SETTINGS screen will be shown again
as before. If a new move was
chosen, the player on the screen will be performing that move every five
seconds for that particular controller gesture.
Every controller gesture combination is changeable via
the MOVE SETTINGS screen EXCEPT for lone left controller moves:
á Walk Left
á Walk Right
á Jump
á Duck
The above fighter moves will remain constant in the game
and the MOVE SETTINGS screen will ignore any attempt to modify them.
Here is the list of substitutable fighter attack moves:
á Back Foot Sweep
á Front Foot Sweep
á Front Kick
á Front Somersault
á High Lunge Punch
á Jump Crescent Kick
á Jump Side Kick
á Leg Kick
á Low Reverse Punch
á Mid Lunge Punch
á Mid Reverse Punch
á Rear High Side Kick
á Roundhouse Kick
á Spinning Back Fist
á Spinning Back Kick
á Spinning Hook Kick
á Back Throw
á Hip Throw
Here is the list of substitutable fighter directional
moves:
á Back Somersault
á Front Somersault
á Change Direction
Tap 1-PLAYER button on the top menu to enter the
following screen:

In single player mode, the player will take on the
software AI in:
á Tournament Mode
á Free Play Mode
á Marathon Mode
á Dodge Mode
Dodge Mode is new for ZANSHIN version 1.1.
Single Player Tournament Mode is a
points based tournament against the software AI. When the TOURNAMENT button is pressed,
a SELECT FIGHTER screen is presented to choose from the two available fighters.

Pick one of the two fighters. The MATCH OPTIONS screen is now entered for TOURNAMENT
MODE. In the example, the red
fighter was chosen.

Tap the POINTS TO WIN icon to cycle through POINTS TO WIN
values (2, 3, 4, and 5 points).
Tap GAME CLOCK icon to cycle through the GAME CLOCK values (30, 60, and
90 seconds). Tap on the DIFFICULTY icon to cycle through the DIFFICULTY choices
(EASY, MEDIUM, and HARD). When
finished choosing the GAME CLOCK and DIFFICULTY options, press MATCH
START. The fight screen is
displayed. Note the stage number
will be displayed followed by the referee saying
ÒREADYÓ, ÒFIGHTÓ.

After the referee says ÒFIGHTÓ,
the match will now be in fight mode where any successful hit by the fighters
will briefly pause the match. The referee will to award half point or full
point to the fighter and point to the ÒcornerÓ of the player awarded the
points.
The match will then restart and continue until
either: one of the players reaches
the number of points needed to win the match (preference selected in MATCH
OPTIONS) or the timer goes down to 0 seconds (preference selected in MATCH
OPTIONS).
When the either of the above conditions occurs, a winner
is announced and the referee points to the ÒcornerÓ of the player awarded the
win.

After some celebration by the winner, the following
screen is displayed:

Players compete against the software AI in a free match
to see who can land the most techniques within the allotted time (chosen in
MATCH OPTIONS). The fighter with
the most ÒhitsÓ will be declared the winner.
Free Play mode is entered by
tapping the FREE PLAY button in the 1-PLAYER Menu. After tapping the FREE PLAY button,

select your fighter out of the two
available. In this example the
white fighter will be picked. The
screen will be transitioned to the MATCH OPTIONS screen.

Tap on the GAME CLOCK icon to cycle through the GAME
CLOCK choices (30, 60 and 90 seconds).
Tap on the DIFFICULTY icon to cycle through the DIFFICULTY choices
(EASY, MEDIUM, and HARD). When
finished choosing the GAME CLOCK and DIFFICULTY options, press MATCH START. The fight mode screen will
display. A random background
screen (out of the five possible) will be displayed.

After the timer runs down to 0 seconds, play will be
stopped and a winner will be announced.

The player will then be asked whether they want to
continue or not.

If the player decides to play again, a new background screen
will be presented and free play fighting will be started again. If the player decides not to play
again, the display will go back to the Main Menu.
The objective of this game is to see how long the player
can last before being hit.
Numerous opponents will literally drop out of the sky to try to get a
hit on you. Use technique and
strategy to survive.
In the 1-Player Menu, tap the MARATHON button. Please select a fighter.

After displaying the ÒTIME TO BEATÓ, the player will be
told to ÒFIGHTÓ which commences the actual fight mode.


Note that on the Marathon Mode
display, the timer counts upward from 0 seconds to however long the player
survives.
When the player finally succumbs to a hit, the following
will be displayed if the player beat the ÒTIME TO BEATÓ:

The new record time will be stored on the device. If the player did NOT beat the ÒTIME TO
BEATÓ, the following is displayed:

After a few seconds of displaying the time summary, the
player will be asked whether or not to play again.

If the player wants to play again, a new background
screen will be randomly chosen, the clock reset, and marathon fight mode will
restarted again.
The objective of this game is to see how long the player
can last before being hit.
Numerous opponents will literally drop out of the sky to try to get a
hit on you. Use technique and
strategy to survive.
In the 1-Player Menu, tap the DODGE icon button. Please select a fighter.

After selecting a fighter, dodge play mode will
begin. The ÒTIME TO BEATÓ will be
displayed followed by the player being told to ÒFIGHTÓ which commences the
dodge competition.


There are a few things to note in Dodge Mode:
á
The
timer counts upward from 0 seconds to however long the player survives.
á
Jars
are thrown at the fighter at varying speeds and at random start locations
off-screen.
á
Tan
jars can be ÒdodgedÓ as well as destroyed by a fight move.
á
Blue
jars usually need to be destroyed by a fight move as the blue jars will change
directions up to three (3) times to disable the player. If the blue jar is slow enough and the
fighter is fast enough, blue jars can be dodged.
When the player finally succumbs to a hit, the following
will be displayed if the player does NOT beat the ÒTIME TO BEATÓ:

If the player DOES beat the ÒTIME TO BEATÓ, the NEW
RECORD is displayed:

After a few seconds, the player will be asked whether or
not to play again.

If the player wants to play again, a new background
screen will be randomly chosen, the clock reset, and dodge
mode will restarted again.
In the Main Menu, tap on the
2-PLAYER button to enter the Two Player Menu.

There are two games that can be played in Two Player
Mode: Tournament and Free
Play. These games act similar to
the Single Player versions.
However, this section will cover the main differences.
When either the TOURNAMENT button or the FREE PLAY
button is chosen, the Bluetooth connection screen will display.

Once an iPhone or iPod Touch is found, the following
screen will display:

Assuming the iPod Touch or iPhone found is the correct
one, tap on it; otherwise tap on CANCEL to return to the 2-PLAYER Menu.
After tapping on the device, the following screen will
display:

The other player will perform the same actions on
his/her end. After a little bit of
ÒhandshakingÓ, the following screen will display on one of the two devices:

At this point, the player seeing this
screen should tap on ACCEPT to connect with the other player. This will finish the Bluetooth
ÒhandshakeÓ connection.
During this ÒhandshakeÓ process, there may be a problem with
the Bluetooth connection. The
following may display:

If this is seen, go ahead and press the OK button. The 2-PLAYER Menu will now show. Simply try again!!!
Unlike the Single Player version which
has its own MATCH OPTIONS menu option in the 1-PLAYER Menu, the Two Player
version does not. The Two Player
Match Options screen displays only when the Bluetooth ÒhandshakeÓ connection
has been established. Once this
ÒhandshakeÓ has been established, the following screen displays:

Upon selection of a fighter, the following screens
display (the particular one depends on which fighter theyÕve chosen):
For the White Player chosen, the following will display:

For the Red Player chosen, the following will display:

Either player is welcome to tap on the POINTS TO WIN
button or the GAME CLOCK button to choose their match preferences. POINTS TO WIN the tournament ranges
from two (2) points to five (5) points. GAME CLOCK has three distinct values: 30 seconds, 60 seconds and 90 seconds.
When the match options selection is done, both players
MUST PRESS the MATCH START button.
The Two Player Tournament Mode game will now begin in a manner similar
to the Single Player version.
Upon selection of a fighter, the following screens
display (the particular one depends on which fighter theyÕve chosen):
For the White Player chosen, the following will display:

For the Red Player chosen, the following will display:

Either player is welcome to tap on the
the GAME CLOCK button to choose their match preference. GAME CLOCK has
three distinct values: 30 seconds,
60 seconds and 90 seconds.
When the match options selection is done, both players
MUST PRESS the MATCH START button.
The Two Player Free Play Mode game will now begin in a manner similar to
the Single Player version.
At the end of the either the Two Player Tournament Mode or
Free Play Mode game, the player will be asked whether to ÒPlay AgainÓ.

Both players must respond ÒYESÓ
in order for play to continue.
Otherwise, if either player (or both) decide to
respond ÒNOÓ, then both game sessions will return to the Main Menu. GAME OVER!!!
Under the GENERAL OPTIONS Menu is an option to record
custom game sound effects for your fighter.

There are a few limitations in customizing game sounds:
á Customizing game sounds is not
supported for first generation iPhones and iPod Touches.
á In Two Player mode, the recorded
sounds will not be played on the opponentÕs device. The recorded sounds remain on the device it was recorded on.
Press the AUDIO SETTINGS button of the GENERAL OPTIONS
Menu to enter the custom audio area:

Notice that the orientation of the Customize Game Sounds
screen is portrait mode. This was
done because the microphone of the iPhone and the JACK plugin for the iPod
Touch is on the right lower corner of the iPhone in this configuration. Thus, the microphone device is lined up
under the RECORD button. For the
iPhone, the speaker is conveniently located below the PLAY button.
Each fighter (red and white) can have custom game
sounds.
There are ten different sounds that can be recorded for
each fighter (each sound has four variations):
á Hit High – the sound the
fighter makes when hit in the face area
á Hit Mid – the sound the fighter
makes when hit in the midsection
á Hit Low – the sound the
fighter makes when hit in the lower leg area
á Block High – the sound the
fighter makes while blocking a high attack
á Block Mid – the sound the
fighter makes while blocking a midsection attack
á Block Low – the sound the
fighter makes while blocking a lower midsection attack (since there is NO BLOCK
for an attack to the lower leg, this IS NOT THE SOUND of blocking such attack)
á Attack High – the sound
made when attacking the opponent in the face area
á Attack Mid – the sound
made when attacking the opponent in the midsection
á Attack Low – the sound
made when attacking the opponent in the lower leg
á Celebration – the sound
made when the fighter wins (can be a taunt)
It is important to reiterate that each of these ten
sounds has four variations to minimize any fatigue that may occur listening if
one listened to the EXACT SAME SOUND EVERY TIME.
Here is
an overview of important behaviors of the Customize Game Sounds screen.
The
RECORD button is black whenever the DEFAULT/CUSTOM wheel is on DEFAULT.
Enable
the RECORD button by moving the DEFAULT/CUSTOM wheel to CUSTOM. The RECORD button will turn dark red in
color to confirm that it is enabled.
The RECORD
BUTTON changes in color from dark red to bright red when the device is actually
recording. It may take longer the
first time you attempt to make a recording because data structures are being
set up. Succeeding recordings will
record almost instantaneously when the RECORD button is pressed.
Recording
time is one second for all sounds EXCEPT celebrations which
are two seconds.
The
PLAY button will transition from dark green to bright green in color when the
play button is pressed and a sound is playing.
If the
DEFAULT/CUSTOM wheel is set to CUSTOM and there is no custom recording yet for
that combination of player/sound/variation, then when the PLAY button is
pressed, the DEFAULT/CUSTOM WHEEL will animate back to DEFAULT and play the default
sound for that combination.
Pressing
the EXIT Button will bring the player back to the Main Menu.
Choose
between the White fighter and the Red fighter sound.
Choose
the sound to be played or recorded.
Choose
the sound variation to be played or recorded. There are four variations of each sound.
Choose
the default sound or set this wheel to CUSTOM so that a custom sound can be
recorded or played.
Here
are some tips for better recordings:
á Using a headphone with built in
microphone may provide better sound quality.
á When
pressing the RECORD button for the first time, there will be a delay in time
between pressing the RECORD button and the button transitioning from dark red
to bright red. Succeeding
recordings will record immediately (the button color will transition from dark
red to bright red almost immediately).
á ItÕs
faster to record all variations of a particular sound first before going back
to listen to the sounds.
á The
goal during recording is to make sure that the sound you are trying to record
is pumped to the microphone when the RECORD button turns bright red in color
(as close as possible to this event).
Otherwise, the unwanted delay will cause a bad recording.
The Practice screen can be
entered by pressing the PRACTICE button in the Main Menu.

This screen uses the game controller chosen in the
GENERAL OPTIONS Menu. It can be
used to practice fight moves, timing and move list memorization.
Pressing the EXIT button brings the display back to the
Main Menu.
The Help Menu is available on any level of the menu
screens. It is located at the
lower right corner of the screen.

When the Help Menu button is pressed, the player will be
able to view Quickstart instructions.

The Quickstart Guide consists of:
á Brief overview of Tournament,
Free Play and Marathon modes
á Brief overview of 1-Player and
2-Player modes
á Customizations available to the
game
á Game Controller overview
á ButtonsEZ Controller Guide
á ButtonsLT Controller Guide
á ButtonsFL Controller Guide
á SwipesEZ Controller Guide
á SwipesLT Controller Guide
á SwipesFL Controller Guide