1. Introduction

 

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!


 

2. Game Overview

 

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.

 

2.1.     Game Modes

2.1.1.                 Tournament Mode

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.

 

2.1.2.                 Free Play

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.

 

2.1.3.                 Marathon Mode

Players compete against an endless number of opponents to see how long they can last without getting hit.

 

2.1.4.                 Dodge Mode (Available in Zanshin 1.1 and above)

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.

 

2.2.     Some Gameplay Notes

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.


 

3. Game Controllers

 

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!!!!!!!!!!


 

3.1.     D-Pad Button Controller

3.1.1.                 Buttons EZ (The Beginning PlayerÕs Choice)

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. 

 

Display ButtonsEZ2.png

 

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.

 


 

3.1.2.                 Buttons LT (The Intermediate PlayerÕs Choice)

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. 

 

Display Buttons Lite2.png

 

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.

 


 

3.1.3.                 Buttons FL (The Complete Buttons Controller)

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.

Display Buttons Full2.png

 

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.

 


 

3.2.     Swipe Controller

3.2.1.                 Swipes EZ (The Beginning PlayerÕs Choice)

The iPhone or iPod Touch screen is divided into two halves: a left half and a right half. 

Display Swipes EZ2.png

 

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.

 


 

3.2.2.                 Swipes LT (The Intermediate PlayerÕs Choice)

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. 

 

Display Swipes Lite2.png

 

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.

 

 


 

3.2.3.                 Swipes FL (The Complete Swipes Controller)

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. 

Display Swipes Full2.png

 

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.

 


 

3.3.     Default Move Chart for Button FL and Swipe FL

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.

 

3.3.1.                 Default Chart When Fighter Facing Right

 

 

 

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

 

 


 

3.3.2.                 Default Chart When Fighter Facing Left

 

 

 

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

 

 


 

3.4.     Custom Move List for Buttons FL and Swipes FL

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.

 

3.4.1.                 Entering the MOVE SETTINGS Screen

On the top menu, press GENERAL OPTIONS which will lead to the following screen:

 

GeneralOptionsMenu.tiff

 

 

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

 

Entering Move Settings Screen2.png

 

 

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.

 


 

3.4.2.                 Display Mapping of Control Gesture to Move

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.

Displaying Move Settings.png

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. 


 

3.4.3.                 Modify Mapping of Control Gesture to Move

With the Spinning Hook Kick being performed as above, tap the move title ÒSPINNING HOOK KICKÓ.  An overlay screen will now be displayed:

 

Change Move Settings.png

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.

 

3.4.4.                 Moves That Cannot Be Changed

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.

 


 

3.4.5.                 Attack Moves That Can Be Substituted

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

 


 

3.4.6.                 Directional Moves That Can Be Substituted

Here is the list of substitutable fighter directional moves:

 

á      Back Somersault

á      Front Somersault

á      Change Direction

 


 

4. Single Player Mode

 

Tap 1-PLAYER button on the top menu to enter the following screen:

 

1PlayerMenu.tiff

 

 

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. 

 


 

4.1.     Single Player Tournament Mode

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.

 

SelectFighter.tiff

 

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

 

MatchOptions.tiff

 

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.

 

Displaying Fight Mode.png

 

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. 

 

Winner.tiff

 

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

 

PlayAgain.tiff

 


 

4.2.     Single Player Free Play Mode

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,  

 

SelectFighter.tiff

 

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.

 

MatchOptions.tiff

 

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.

 

Displaying Fight Mode.png

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

 

WinnerAnnounced.tiff

 

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

PlayAgain.tiff

 

 

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.

 


 

4.3.     Single Player Marathon Mode

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.

 

SelectFighter.tiff

 

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

 

TimeToBeat.tiff

 

FightMode.tiff

 

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:

 

NewRecord.tiff

 

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

 

YouLasted2.tiff

 

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

 

PlayAgain.tiff

 

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.

 

 

4.4.     Single Player Dodge Mode

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.

 

SelectFighter.tiff

 

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.

 

TimeToBeat.tiff

 

FightMode.tiff

 

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:

 

YouLasted.tiff

 

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

 

NewRecord.tiff

 

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

 

PlayAgain.tiff

 

If the player wants to play again, a new background screen will be randomly chosen, the clock reset, and dodge mode will restarted again.


 

5. Two Player Mode

 

In the Main Menu, tap on the 2-PLAYER button to enter the Two Player Menu.

 

2PlayerMenu.tiff

 

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.

 


 

5.1.     Two Player Bluetooth Connection Walkthrough

When either the TOURNAMENT button or the FREE PLAY button is chosen, the Bluetooth connection screen will display.

 

LookingForOtheriPodTouches.tiff

 

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

 

ChooseAniPhoneOriPodTouch.tiff

 

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:

 

WaitingForiPodTouch.tiff

 

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:

 

AcceptDecline.png

 

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:

 

ConnectionLost.tiff

 

If this is seen, go ahead and press the OK button.  The 2-PLAYER Menu will now show.  Simply try again!!!

 

 

 

 

 


 

5.2.     Two Player Match Options

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:

 

SelectFighter.tiff

 

 


 

5.2.1.                 Two Player Tournament Mode

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:

MatchOptionsWhite.png

 

 

For the Red Player chosen, the following will display:

 

MatchOptionsRed.png

 

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.

 


 

5.2.2.                 Two Player Free Player Mode

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:

 

MatchOptionsWhite.png

 

 

For the Red Player chosen, the following will display:

 

MatchOptionsRed.png

 

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.

 


 

5.3.     End of Game ÒPlay AgainÓ

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.

 

PlayAgain.tiff

 

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!!!

 


 

6. Customize Game Sounds

 

Under the GENERAL OPTIONS Menu is an option to record custom game sound effects for your fighter.

 

GeneralOptionsMenu.tiff

 

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.


 

6.1.     Entering the Custom Audio Area

Press the AUDIO SETTINGS button of the GENERAL OPTIONS Menu to enter the custom audio area:

 

CustomizeGameSounds.tiff

 

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.


 

6.2.     Sounds That Can Be Recorded

 

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.

 


 

6.3.     Functional Description

Here is an overview of important behaviors of the Customize Game Sounds screen.

 

6.3.1.                 RECORD Button

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.

 

6.3.2.                 PLAY Button

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.

 

6.3.3.                 EXIT Button

Pressing the EXIT Button will bring the player back to the Main Menu.

 

6.3.4.                 White/Red Wheel

Choose between the White fighter and the Red fighter sound.

 

6.3.5.                 Sound Wheel

Choose the sound to be played or recorded.

 

6.3.6.                 Sound Variation Wheel

Choose the sound variation to be played or recorded.  There are four variations of each sound.

 

6.3.7.                 Default/Custom Wheel

Choose the default sound or set this wheel to CUSTOM so that a custom sound can be recorded or played.

 

 

 

 

 

 

 

 


 

6.4.     Tips

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.

 


 

7. Practice Screen

 

The Practice screen can be entered by pressing the PRACTICE button in the Main Menu.

Display Practice Screen.png

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.

 


 

8. Help Menu

 

The Help Menu is available on any level of the menu screens.  It is located at the lower right corner of the screen.

Display Help Menu.png

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

 

QuickStart.tiff

 

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