THE WAY OF THE EXPLODING FIST

The Way of the Exploding Fist is a karate simulation game, and is 
controlled entirely from the keyboard or joystick.

Although it may take a while to become completely familiar with the
various moves, you should be able to start playing almost immediately
without learning any of the moves.

HOW TO PLAY WITHOUT READING ALL THE INSTRUCTIONS:

Plug your joystick into the rear port and press the fire button. This
will start the game.
Moving your character: Left and right control the left/right movement
of your character.
Using the kicks: All kicks are controlled by pressing the fire button
and pushing the joystick in the appropriate direction.
Crouching: Pressing the joystick up will allow your character to leap
up, while pressing it down makes the player crouch.
Blocks: The joystick also allows you to block your opponent's move. 
This is obtained by backing off your character while your opponent is 
performing some aggressive move.
You may occasionally find that when you are naturally backing off, your
character goes into a blocking stance. This is fortunate for you, as
the "block" is only activated if you are in danger of getting hit by 
your opponent.
To release the block, move the joystick to neutral or to any position
other than moving backwards.
Holding your moves: Most of the moves in the Way of the Exploding Fist 
can be withdrawn shortly after beginning to execute them so that you 
are able to change your mind and start another move. This also means
that if you do want to continue with a move you must ensure that you 
hold the joystick in the correct position long enough for the move to
be executed.
Practicing your moves: The easiest way to practice your moves is to go
into 2-player mode and test all your skills. Your opponent will not 
make any move against you, so you should be able to get all moves 
perfected.
This should be enough to get you started playing The Way of the 
Exploding Fist. The following instructions give you more detail on the
subtleties of this exciting game.

ONE-PLAYER AND TWO-PLAYER MODES:
The Way of the Exploding Fist can be played in either one-player mode
or two-player mode. The white player's moves are controlled by the
joystick in the rear port, while the red players moves are controlled
by the joystick in the front port.
In playing in one-player mode, you will always control the white 
character.
Various options can be selected before each game:
DEL: Switch between music and sound effects, or music only.
F3:  Switch between 1 player and 2 player options
F7:  Switch between joystick and keyboard options.
To start a game press F1. To stop a current game press F5. 

If F1 is not pressed, the computer will automatically go into a
demonstration mode, with the computer controlling both characters. This
is indicated by the word DEMO in the top left of the screen. Pressing
the fire button while the computer is in demonstration mode will have
the same effect as pressing F1 - i.e. you can start playing the game in
the mode selected.
Playing one-player mode: The object is to move up through Dan levels by
defeating successive opponents, each one slightly better than the 
previous ones.
You start at novice level, your task being to reach 10th Dan.
In each bout, the aim is to score a full two points over your opponent.
The first player to obtain two full points wins the bout. In the event
that neither player obtains two points within the time period specified
the judge will determine which player performed better and award the 
victory accordingly. The match finishes when one of your opponent
scores two full points in any one bout.

Playing two-player mode: In this situation, the match does not 
terminate as above, but the winner is determined by whoever scores the
most after a set of four bouts.
After the time limit has been reached in each bout, the judge stops the
bout and a new bout is started.

THE SCORING SYSTEM:
Points are scored not on which action has been taken but on how well 
each move was executed. If your aggressive move fails to make contact, 
obviously no points will be awarded. If your move is perfectly executed,
you will obtain one full point. In some instances your move will strike
your opponent, but the hit will not be perfect. In these instances, you
will only obtain a half-point.
Your current point total is represented on the screen by the yin/yang
symbols. The white player's points are shown on the left, while the red
player's points are shown on the right. (A half-symbol represents a 
half point.)
As well as the points for each strike, you will get a score value for 
each move successfully executed. The score will depend on the move 
chosen, so that a difficult move, such as a round-house kick, will 
score more than an easy move, such as a jab kick. The score value added
will be twice as much if the move was executed perfectly (i.e. a 
"full-point" execution) than if it was less than perfect (i.e. a 
"halt-point" execution).

SUMMARY OF JOYSTICK POSITIONS:
The following joystick positions will result in the appropriate moves. 
Each move is explained in more detail further on.

DIRECTIONS OF JOYSTICK WITH FIRE BUTTON NOT PRESSED

             JUMP
              |
FORWARD    
SOMERSAULT \      / HIGH PUNCH

WALK       -      - WALK FORWARD
BACKWARDS/
BLOCK
           /      \
BACK 
SOMERSAULT         JAB
               |
         CROUCH/LOW PUNCH

DIRECTIONS OF JOYSTICK WITH FIRE BUTTON PRESSED

             FLYING KICK
                  |
HIGH BACK             HIGH KICK 
KICK        \           / 

ROUNDHOUSE  -           - MID KICK
/ABOUT-FACE
            /           \
 BACKWARD SWEEP         SHORT JAB KICK
                  |
             FORWARD SWEEP

USING THE KEYBOARD:
The keyboard option has been included for Commodore owners wishing to
play this game without the joystick.
The following keys are used in keyboard mode:
Player 1	Player 2
Q W E	         P @ *
A S D	         L : ;
Z X C            < > ?
Fire button:
Left Shift key	Right Shift key

The operation of these keys is identical to the joystick controls. To
switch between joystick and keyboard mode, press the F7 key whilst in
demonstration mode.

DETAILS ON THE VARIOUS KICKS:
As mentioned above, all kicks are controlled by pressing the fire
button, and pushing the joystick in the appropriate direction.
The following instructions assume that the character is facing right. 
You will find that the descriptions refer to "left" and "right". When
your character faces the other way, all controls are mirrored - in 
other words, if you need to press right to get the midkick when facing
right, then when you are facing left, you need to press the joystick to
the left to obtain the midkick.
The same applies to the punches and somersaults described in the 
following sections.
Eight kicks are available to you - one each for the eight positions of
the joystick:
Flying kick: This is obtained by pressing the fire button and pressing
the joystick up. This is an extremely powerful kick, and can be 
successful against a standing opponent who is not blocking against the
move. Other ways to block this kick are to crouch, or if you are fast
enough to respond with a counter flying kick.
High kick: Press fire button and press joysick in the diagonal upper
right direction.
Mid kick: Press fire button and press joystick right.
Short jab kick: This is obtained by pressing the fire button and 
pressing the joystick in the diagonal lower right direction. The main 
benefit of this kick is that it is very fast to execute and can be used
in closer combat.
Sweep (forward): Press fire button and joystick down. This low sweep 
places your character in a crouching position, then sweeps forward. 
This can be effective against many aggressive actions, as it combines 
offence with defence.
Sweep (backward): Press fire button and press joystick in a lower left
diagonal direction. This move is identical to the forward sweep, but 
the effect is to sweep behind you. This can therefore be used if your 
opponent is behind you.
Roundhouse: Press fire button and joystick left. This move is the 
traditional roundhouse kick of karate, but also has the advantage that 
it allows you to turn about face. This kick has two distinct operations
in the first instance (by keeping the fire button pressed throughout 
the kick) you execute the full round-house kick. The second mode of 
operation is a fast about-face. This is achieved by starting the 
roundhouse kick as described above, but releasing the fire button 
before the kick is completed.
You will find the full roundhouse kick is a time-consuming manoeuvre, 
it can be especially effective in many situations. Note also that as 
the roundhouse kick moves you out of the direct line of your opponent's
attack, some of your opponents aggressive moves may not be effective 
against you while you are performing this action.
High back kick: Press fire button and press joystick in an upper left 
diagonal position. This move is the reverse of the forward high kick
and enables you to attack oponents that may have slipped past you.
You can of course aim turn around to attack opponents that are behind
you - see notes on roundhouse kick above.

PUNCHES
As well as kicks, the Way of the Exploding Fist requires devotees to be
adept at close fighting, using punches. Three woes are available from 
joystick control. Note that the fire button should not be pressed to
execute punches.
High punch: This is obtained by pressing the joystick in the upper 
right diagonal direction. (Do not press the fire button.) This is 
effective against an opponent that is reasonably close to you.
Jab punch: This is obtained by pressing the joystick in the lower right
diagonal direction. (Do not press the fire button.) This is the fastest
action you can take, and is extremely effective in very close fighting.
At times your opponent may use this move, and because it is such a fast
jab, you may not even be aware of what hit you!
Low punch: This is obtained by going into the crouch position first, 
then pressing the joystick to the right. Because of the variety of 
moves that can be accomplished from the crouching position, the low 
punch can often be a surprise move.

SOMERSAULTS:
Somersaults are a very fast way to move out of the reach of your 
opponent. There are two somersaults - one forward and one backward. 
Note that if you get too close to the edge of the screen in either 
direction, your somersaults may not be as efective.
Forward somersault: This is obtained by pressing the joystick in the 
upper left diagonal direction. (Do not press the fire button.)
Backward somersault: This is obtained by pressing the joystick in the 
lower left diagonal direction. (Do not press the fire button.)

ADVANCED PLAYERS' TIPS:
Blocks: Note that blocks are not the perfect answer to aggressive moves
from your opponent. There are two blocks the computer can choose from,
a high block and a low block, depending on the action that is being
taken by your opponent.
Holding the joystick in block move means that you will be holding the 
block, and it is possible for your opponent to start a different 
aggressive move that is not countered by your current block.
Note also that the two low sweeps cannot be blocked. If you are within
striking range of the sweeps, the only appropriate actions are a jump 
(joystick up) or one of the somersaults.
Crouch: The crouch is a move that can be "held" by keeping the joystick
held down. This allows you to execute either a low punch, or the two 
sweep actions. If one of the two sweeps is selected from a crouching 
position, the time taken for this action is greatly reduced, and the 
move is therefore much more effective.

Gregg Barnett - Game design and programming
Greg Holland - Graphics
Neil Brennan - Music
Bruce Bayley & David Johnston - Additional Programming
(C) Beam Software 1985
Cover illustration David Rowe
Cassette duplication by Ablex Audio Video
Production by Cosprint Limited

Published by
Melbourne House
Castle Yard House. Castle Yard,
Richmond TW10 6TF,
United Kingdom.

70 Park Street, South Melbourne, 3205. Australia.

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