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  **********************************************************************
  *                                                                    *
  *            The Fight of the Sumo-Hoppers - T.Korppi 1996           *
  *                                                                    *
  *                         Version 1.44                               *
  *                                                                    *
  *      If you have critic, comments, questions etc. about the game,  *
  *        a bug report or any other reason to catch me,               *
  *                                                                    *
  *              contact me: tuomas.korppi@helsinki.fi                 *
  *                                                                    *
  *    check my www-site out: http://www.helsinki.fi/~korppi           *
  *                                                                    *
  **********************************************************************
                             
Would you like to read this document in the classical way or using
browser?

                        1) Classical Way
                        2) Browser

[A:002383001470][L:bro...]

The Sumo Browser:
Choose               1) Introduction & Copyright
                     2) Chapter 1: Others
                     3) Chapter 1: Main Menu
                     4) Chapter 2: How to succeed in the game?
                     5) Exit

[A:002405001774001936002185021953]
[L:BROl1m]
Choose               1) Getting Started
                     2) Solitary Tricks (Chapter 1)
                     3) Back
[A:003501015151001470]

[L:BROl1p]

Valitse              1) The Game
                     2) Rule Variations
                     3) Single/Multiplayer
                     4) System Configuration
                     5) Back

[A:012270008594011100004488001470]

[L:BROl2.]
                     1) The Rules
                     2) Strategy
                     3) Solitary Tricks (Chapter 2)
                     4) Back

[A:016398018208019383001470]

[L:jarjes][F:000005ON][L:johdan]
                             
                             INTRODUCTION
                   
The Fight of the Sumo-Hoppers is a new kind of a Budo game loosely based on 
the laws of Physics. It's an especially designed for people who are fed up 
with Hollywood -style games with beautiful graphics but no depth and 
simulators whose only merit is their ability of imitating reality. Thus, The 
Fight of the Sumo-Hoppers is - in addition to being something new -  
a return to the early computer games.

The Fight of the Sumo-Hoppers is about a fictious planet of Musculia and its 
Sumo-fights. Every ten years wrestlers gather themselves on the Cement Desert 
(the only place to carry their weight on the planet) to compete in a 
tournament. The wrestlers can have a weight of several megatons since all 
they eat consists of the heaviest atoms. Those cause controlled nuclear 
reactions in their bodies, thus they gain power so mighty that they can 
throw each others.

[WAIT KEY]                        
                        






[I:000005020475003501][L:pelina]
                        CHAPTER 1 -- Getting started 

To play the game you need a (486-) PC computer (I suppose 386+math copros 
will do), a vga screen and a human opponent. (There are - besides sumo.exe -
three crucial files: nappis.tum, aset.tum and hisco.tum. If you lack them, 
write command 'sumo inifiles' (to dos-prompt) to fix the problem. You 
must anyway let the program write on them.)

In this game you and your 'friend' adopt the role of sumo-wrestlers and try 
to win your opponent in a Musculian fight. You control the foot of the 
wrestler. You can control the length (3 positions) and angle (5 positions). 
You jump by trying to push the foot inside the ground. Wrestlers hold each 
other automatically.

The rules are simple: The contestant loses, who steps outside the tatami 
or whose other part of body than foot touches gound.
The other contestant wins, respectively.
[WAIT KEY]   
 







[I:000005001470004475]
 Main menu:[L:system]
      SYSTEM CONFIGURATION
        
 If you change SYSTEM CONFIGURATION, the changes will be saved to the 
 disk when quitting.

        Speed           Is the length of the loop making the game slower.
                        Notice!! Also "Rounds"-value controls the speed        
                        of the game.

        Rounds          How much movement is made between screen updates.

                        The correct values of speed and round depend on your
                        computer. The bigger 'speed' the slower game and the
                        bigger rounds the faster game. If your speed is too
                        low (<- 6), your screen starts flashing. If your
                        round is too big (4 ->), the movement wont be very 
                        smooth. My 100Mhz Pentium likes values speed 9 
                        round 2, feel free to find yours by testing 
                        different values.
[WAIT KEY]
                        If two pages is OFF, the game is synchronized with
                        the screen: Flashing problem won't appear and 
                        speed-value is irrelevant. Speed is controlled
                        through rounds-value.
                        The right value then depends on the refresh rate
                        of your monitor. With my 75 Hz monitor I use
                        value 2 7/8.
[WAIT KEY]













        Default & New  'Default' sets the default keys of the game, 'New'
        Keys            asks you to enter the keys you like and then saves
                        Since I use Finnish keyboard, keys are designed for 
                        it. Feel free to customize the keys according to
                        your country.

                        All keys don't work together. Two keys down together
                        works but greater amounts cause problems. Default 
                        keys should work so that if another player 
                        presses together a length- and an angle key, the 
                        other player is still able to press a key. 
                        If you can't find proper keys, agree with your 
                        opponent that only one key down at the time per 
                        player is accepted.

[WAIT KEY]






        Keys read by... If the option is on, the scancode is read, ascii-code
                        otherwise. Scancode-option accepts special keys 
                        (shifts, etc..) and is independent of caps- and
                        num locks. Ascii-codes however are compatible with
                        and type of keyboard.

        KeyCop          If KeyCop is zero, KeyCop is off, otherwise it's on.
                        The KeyCop number tells, how many simultaneous
                        key presses are allowed per player. If the number
                        of key presses is greater than KeyCop, the player
                        loses the game. 
                        Even though the KeyCop won't fix problems with                        
                        the keyboard, it ensures that the one suffering is
                        the one abusing the keyboard and not the opponent.

                        P.S. The KeyCop is not completely foolproof. 

[WAIT KEY]        
        
        Instant Replays Enables Instant replays. I suggest you to turn it on.

        Two-Paged Screen If the option is on, the 640*350 -screen with a
                         hidden page is used. Between screen updates is
                         waited the number of milliseconds that Speed
                         declares. If the option is off, the one-paged
                         640*480 -screen will be used with drawing during
                         vertical blank. Thus, the Speed-variable has no
                         role.
[WAIT KEY]           
        







[I:000004008572021953][I:000005001470008594][L:ruleva]
        RULE VARIATIONS
        
        Tornado         The normal setting is 'Off'. Tornado is just a 
                        curiosity for those bored in the normal game.

        Strict          The original version tested only the collisions of
        Collision       the toe, waist and the top of the head. If Collision
        Check           is 'on', also the knee and whole head are tested. The
                        default is 'off'.

        Middle Length   Since by using the middle length of the foot it's 
                        relatively easy to make the opponent fall on his/her
                        head, the charasteristics of 'a hopping game' emerge
                        clearer if it's turned off. Anyway the middle length
                        enables some fine strategies.
                        P.S. There's a counterstrategy for those head to the
                        ground -throws. Just roll you foot.
[WAIT KEY]








        Slippery Ground If the option is chosen, the foot won't stick to
                        the ground. The Slippery Ground doesn't work with
                        Swamp-terrain. Beginners may not notice much 
                        difference whether the Slippery is off or on. Many
                        complicated tricks are however noticeably easier to
                        do, if the foot can be stuck to the ground. 
                        If the Slippery is off, the foot can be pressed a
                        short distance into the ground. If Slippery is on,
                        the foot remains always on the surface.
                        Slippery is an experimental feature, so Slippery on
                        can cause some anomalies.

                        Although the Slippery and Middle Length -options are
                        located to the same row, they don't have much else
                        in common. Their location is just to save space on
                        the screen. Control the Middle Length with the left
                        arrow and Slippery with the right arrow.

        Terrain         With the option you can change the form of the 
                        tatami; add hills and valleys. With the Sine-
                        terrain, the collision check works better in Strict
                        mode.
[WAIT KEY]           
        





[I:000004011078021953][I:000005001470011100][L:single]
        SINGLE/MULTIPLAYER
        
        Tournament      Starts a 'cup style' tournament for 2-8 players. 
                        You will need two victories to get to the next round.
                        You're asked to enter the names of the participants. 

        Tricks          Starts the mode for solitary tricks. The computer
                        sets the starting position and tells what to do.
                        You can change the trick in the menu by pressing 
                        arrow keys.

        Computer Robot  Either guy will be controlled by the computer.
                        The computer opponent is very typical computer
                        opponent. It is punctual, careful and fast, but
                        lacks sense of strategy. Although the robot works
                        always, it's designed for 'tornado off/collisions
                        off, ground variation off -modes'.

        Rule Variations- and Single/Multiplayer -menus are not available 
        during a fight.
[WAIT KEY]           
        








[I:000004012248021953][I:000005001470012270][L:thegam]
        THE GAME

        Real Guys       Default is always 'On'. If you turn it off, the 
                        program will draw a box system that corresponds
                        to physical formulas by which the guys are moved.
                        This might be useful while practising the game,
                        however ugly the screen will be.

        Lue Ohjeet      Read instructions in Finnish.

[WAIT KEY]

        Disk Recorder   Starts the disk loader and saver for instant replays.
                        There's a space for one instant replay in the program.
                        First there're the contents of the 'demo.nau'
                        (if the file can't be found, the space is empty.)
                        When a game has been played, there is the game in
                        the space. If 'load' is chosen from the disk 
                        recorder, the contents of the selected file will be 
                        in the space. When F1 is pressed in the graphics 
                        display, the current contents of the space will be
                        played. Respectively, if 'save' is chosen in the
                        disk recorder, the contents of the space will be
                        saved.
        In main menu, use left arrow for 'Show Hiscores' and right arrow
        for Disk Recorder.


[WAIT KEY]
                   In Practice: Save game
                                1) Play a game with instant replay switch
                                   (System Configuration) on.
                                2) After the game, press esc and choose 
                                   Disk Recorder from Main Menu. 
                                3) Write the file name and comment you like
                                   and switch the action to 'SAVE'.
                                4) Save the game by pressing enter
                                5) Exit Disk Recorder mode by pressing esc.                                

                                Load and watch a saved game
                                1) Choose Disk Recorder from main menu
                                   (check that instant replay switch is on)
                                2) Write the file name you want to load
                                   and press enter to start the loading.
                                3) Exit Disk Recorder mode by pressing esc.
                                4) Choose 'start game' in main menu 
                                5) Press F1 to play the saved game.
[WAIT KEY]                       


 Some actions can by made with parameters. For further information use 
 parameter '?'

        (c:\>sumo ?)

[WAIT KEY]   
[I:000004015117021953][I:000005001470015139]





[L:1yksin]
Solitary Tricks: You're the blue. You're not allowed to control green unless
you're told otherwise. You see on the menu also the difficulty of the tricks.
There are 4 categories, very easy, easy, hard and very hard. Many tricks 
have several forms in different difficulty categories. After starting
game the computer will give you instructions of what to do.
Many of the tricks teach you strategy for the two players' fight, but 
there're also 'plain tricks'.

For solitary tricks, there's also a highscore board. To make a proper  
performance you must choose difficulty level's first trick on the main menu. 
And then, without visiting the main menu complete all the tricks. The time 
(without pauses, like in ice-hockey) you spend is measured. The shorter 
time, the better result. The unit is a 'round', there're about 100 rounds in 
a second, depending on the speed of the game. No extra penalty is given for 
failed tricks, but of course the time they take is included to your result.

NOTICE!! Only one highscore per player and level is registered at the time!!
[WAIT KEY]                    
                 







[I:000005001470016336]

                 CHAPTER 2 -- how to succeed in the game
[L:pelins]
You control the foot of a wrestler. It is a line starting from waist and
ending to the tip of a toe. (The knee is only a decoration that has no 
role in the game. Even its collisions are untested.) You can control the
length and the angle of the foot. Naturally you jump with a control that 
should push the foot into the ground. The bodies of the wrestlers make
a square 'rigid body' studied in the elementary physics. The foot consists
of a pointlike object in the tip of the toe and forces between it and 
the corner of the square that represents wrestler's waist. There're two
forces, one controls the angle between the foot and body and another
the length of the foot. With control keys, the player sets the ideal (null 
potential-) position to which those forces try to steer the foot. Because 
of the elasticity of the foot you can make impossible movements, i.e. make 
the foot roll over 360'. The force of the foot is at first linear with the 
difference of real and ideal length of the foot, but it has a maximum value. 
Also the foot has a maximum length (So pumping energy to the foot does not 
make the it indiscriminately long). The weight of the pointlike object is 
infinitely small, so the foot doesn't affect on the movement of the system 
if it doesn't touch the ground.
[WAIT KEY]   




(Below 'foot' means mostly the pointlike object)
When the foot hits the ground, it sinks a little (about 0.1 - 2 pixels) 
inside the ground. Then the foot can cause the forces to the upper body 
so that the length and angle of the foot are getting 'correct' (also 
a bit downwards!!). When the foot is the ground, it can move only to the 
direction of the vector that starts from the toe and ends to the waist.

[WAIT KEY]







[I:000005001470018208][L:taktii]
Strategy: Try to get into the position in which you are leaning backwards and
the opponent can't touch the ground. Then you can throw the opponent
with a backward spin (the foot in the backmost position while jumping) or
push the opponent outside the tatami with small leaps (the foot in the
second-backmost position) When you throw, don't use full strength (the foot
from shortest position to longest). That makes usually you spin so much that
the opponent gets an advantage (unless you get outside the tatami). By 
limiting force you can make the opponent fall on his/her head. The defense
against that kind of throw is rolling your foot around (find out how!!)
[WAIT KEY]
My goal has been doing a Budo game where you don't merely choose
the technique you're going to use but also design and compose it from 
smaller elements and finally perform it. Therefore, I won't give you the 
complete tactical manual. I think searching for new techniques is the best 
part of the game. You can get some inspiration by doing solitary tricks. 
Experimenting alone with both guys is also worthwhile.
[WAIT KEY]   










[I:000005001470019383][L:singl2]
About Solitary Trick:
In Rolling Stone -tricks, the spin of the rigid body -object is tested.
The computer is pretty strict about that, so be careful. (You're allowed to 
turn only 0.02 radians = about 1 degree to the wrong direction). You can be 
confronted by the harmful 'suck effect' of the foot. If you land so that your
foot is longer than the ideal position, the acceleration of spinning can be 
opposite to the expected one. The effect is relatively weak, so you 
propably don't notice it in the normal game (it may even help you to stop 
the movement of the system), but in certain tricks it can ruin your 
performance. In such tricks, avoid landing with a vibrating foot.
In Very Hard Somersault, there's a few seconds delay between completing
the somersault and the computer declaring it successful. During that delay
all you're supposed to do is not falling (Both guys are allowed to touch the 
tatami with their feet) or getting outside the tatami, and
also not rolling too much back clockwise.
[WAIT KEY]   










[I:000005001470020475][L:copyri]
The Fight of the Sumo-Hoppers is a PD game, so you are allowed to use and
distribute the program any way you like. (The game is however available free
on the WWW. If you were sold this game, you have wasted your money.)

You are even allowed to modify the game. (In case you want to have the source
code, mail me.) When distributing the modified version, please include the
original version to the package and some kind of note telling people, which
one is the modified versionand which one is the original one. Still, the 
name of the modified version should implicate, that it's a modified version 
of the Sumo-Hoppers, like: 
 The Fight of the Sumo-Hoppers ++
 Sumo-Hoppers - The Next Generation 
 The Return of the Revenge of the Son of the Sumo-Hoppers
I, however, reserve the names with Roman numerals, like 
 The Fight of the Sumo-Hoppers II

[WAIT KEY]

If you like my game and play it at least five hours, please send me a
"Hi, I like your game!" -mail or a postcard (see address at my home page). 
If you make something drastic with the Sumo-Hoppers, like modifying it, 
adding a link to Sumo-Hoppers on your home page, writing an article on a 
paper about the game etc... please let me know. (I don't want to contorol 
your action, but I am curious of what happens to the game.)

Since the program is public domain, I have no copyright. All the above are
thus merely recommendations.
[WAIT KEY]
[I:000005001470021943]




[L:end...]
