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Copyright 2003 Calista Tait
game: Martial Beat (for PSX)
author: onetwolittleb
version: 0.9
date: February 22, 2002
email:
[email protected]
Version 0.9
0.9 March 8, 2003 -- Mostly complete, but there are a few details
missing.
---------------------
Contents
---------------------
0. Author's note
1. How to Play
1.1. Game Summary
1.2. Controller Setup
1.3. Main Menu
1.4. Profile Creation
1.5. Date Entry and Response Type
2. Game Modes
2.1. Practice
2.1.1. Song List
2.1.2. Mirror mode
2.2. Fitness
2.2.1. Routine List
2.3. Edit
2.4. Diary
2.5. Basic
2.6. Attack
---------------------
0. Author's note
---------------------
I am writing this because there doesn't seem to be a complete general
FAQ for this game. I read and understand very little Japanese, so
this will mostly be based on what I have been able to figure out or
what few translations from other people I have been able to acquire.
It will be incomplete and potentially inaccurate in places, but I
figured my best guess is better than nothing. Because this game is in
Japanese I will explain some of the things the manual would tell you
if it were in English. These are not translations of the manual, but
summarizations of what you need to know to play the game.
I have also never played the arcade game, so I cannot compare and
contrast the differences between the home version and the arcade
version.
If you do have a better understanding of the game, please send
corrections (or even feel welcome to write a better FAQ). Any help
will be appreciated.
---------------------
1. How to Play
---------------------
1.1. Game Summary
---------------------
Martial beat is essentially a set of martial-arts-based exercise
videos with some visual feedback for when you punch and kick with the
correct appendage in time with the music. When you follow the
instructor correctly there will be a noise and/or visual effect on the
screen, including fireballs, cartoon tigers and lightning storms.
Unlike bemani games, you cannot sight-read a song; you must learn the
routine and memorize it. Each routine is composed of several repeated
sequences, so most can be learned fairly quickly.
You should be wearing flexible clothing and have plenty of space to
play in. The routines, if done correctly, will have you kicking in all
directions and moving around. This game should not be played in
a cramped or cluttered space.
The game can only be played by a single player.
---------------------
1.2. Controller Setup
---------------------
You can play the game with the specialized controller (recommended) or
a playstation controller.
The normal playstation controller acts as the following:
O: right punch
X: left punch
square: right kick
triangle: left kick
The specialized controller consists of a base station, which is
plugged into the playstation, and four sensors, one for each hand and
foot.
The base station should be plugged in to the player one slot (I'm not
sure if it really matters). The round part should be pointed at the
area you are planning to play in. The controller works via IR so you
should make sure that there isn't anything obstructing the base
station from the sensors.
Each hand and foot sensor is marked on the back with Kanji (Japanese
pictorial symbols embossed in the plastic) with which appendage they
should go on. They also have arrows below the characters indicating
left and right.
This means left:
---|----
|
/ ---
/ |
-----
(a T shape with an I shape underneath it)
This means right:
---|----
|
/ ----
/ | |
----
(a T shape with a box underneath it)
This means hand:
___
__|__
___|___
|
/
(three lines with a center line down the middle)
And this means foot:
----
| |
----
|
| |-
/ \|__
(a little guy-shape sitting on a chair like thing)
Strap each sensor onto the appropriate appendage. The round part of
the sensor should be pointed toward your foot or hand. Be sure to
turn each one on before playing the game. There is a red LED to
indicate that they are on and have battery power. Each sensor has its
own batteries, so if they are not working correctly, you should make
sure that all the batteries are fresh and working. Try to make sure
that your clothing doesn't fall over the rounded part of the sensor.
(Most clothing won't actually effect it, but some will.)
The sensors detect when they are snapped or stopped quickly in the
direction of the rounded part. Any quick motion will trigger them;
stomping your foot will work just as well as a properly done kick.
The sensors will not detect subtle movements or your position or
distance from the base station.
The game will respond to a normal controller plugged into the player
two slot with the specialized base station plugged in. I recommend
doing this, since it is easier to navigate the menus with a normal
controller than it is with your hands and feet.
Since the specialized controller will control menu navigation, be very
careful when you walk around the room. The controls are:
Right hand - cycle forward through the menu
Left hand - cycle backward through the menu
Right foot - select
Left foot - cancel
---------------------
1.3. Main Menu
---------------------
Data Load - Load an existing profile for game play. This is the option
you will use most often once you have set up a profile. When you
select this it will allow you to scroll through the profiles,
displaying the names for each one. Select the desired one with O.
New Game - Create a new profile. (see below for details.)
Option - Change overall game options. The game will ask you about the
"response type" option every time you play; the rest of the options are
fine on their defaults. The menu items are:
Sound - stereo or mono
Voice - turns the instructor's voice on and off
Response - controls the sensitivity of the sensors (see below)
Controller - I don't know exactly what this does
---------------------
1.4. Profile Creation
---------------------
Before you can play, you will have to create a profile. Select "New
Game" from the main menu. It will then ask for some information;
remember that O is select and X is cancel.
You will now see a profile dialog. The first slot is for your name.
Select this box with O and you will see a menu of characters with
which to type your name. To the far right is a menu of alphabets and
options. The second item on this menu is Roman (English) letters.
The menu to the right will change once you have selected an alphabet,
so the Roman alphabet will not always be the second item on the menu.
The option third from the bottom is back space. The option second
from the bottom is forward space. The bottom menu item will confirm
the name and return you to the main profile screen.
The next slot down in the main profile dialog is age. Select it and use
left and right to increment or decrement the value.
The slot to the right of that is gender. The character for male is
the box with a plus in it and something that almost looks like an
upside down 4 coming out of the bottom. The character for female
looks like two overlapping arcs with a horizontal top line.
The slot below and to the left is your height in centimeters
(2.54 cm to the inch). The one to the right of that is your weight in
kilograms (0.45 lb to the kg).
When you are all done press O on the very bottom selection.
It will then ask you for the date and response type (see next
section).
---------------------
1.5. Date Entry and Response Type
---------------------
Every time you play the game will ask for the date (it will default
the last entered date). Select each field with O and use the
controller to scroll to the correct date. The fields are year, month
and day from left to right. When done, select the bottom option. The
date feature allows you to keep your game diary accurate.
The game will then ask for response type. This is controls how hard
you have to snap them to make the sensors trigger. Type 1 is the
easiest, most sensitive setting and is good for beginners. Type 3 is
the hardest and is best if you want to make sure that you throw your
punches and kicks hard.
---------------------
2. Game Modes
---------------------
2.1. Practice
---------------------
This mode lets you select songs individually so that you can learn the
routines. This is definitely the place to start unless you want to
learn good form for individual moves first, in which case you should
start with Basic (see below).
Practice mode displays the title of the highlighted song as well as
the parts of the body that the game thinks that song will exercise.
(The left half of the person diagram are the muscles in the back and
the right half is the front.) The songs are divided into easy, mid,
and hard. The divisions seem to apply more to how much the routine
works you and its speed rather than how hard it is to learn the
routine.
Select a song. The song will load (there should be spinning dots on
the screen while it is loading) and the instructor will appear on the
screen. Even though the music and video have started, the game may
not respond to kicks and punches immediately, especially for songs
like Boom Boom Dollar where there is a long warm up before they
actually start sensing. The status icon at the top of the screen will
start to flash when the game actually starts to notice the sensors.
It flashes green when there is no movement required and red when you
must perform a kick or punch, though there is no indication which
movement is required, except from the instructor's movements. Follow
the instructor as well as you are able. You should treat the screen
like a mirror, so if the movement is with the instructor's right hand,
you want to move your left. There is a little picture of the
instructor's back in the corner. This is a guide as to what you
should look like from the back. Sometimes this representation will
also telegraph which side the next pattern will start on. It is
sometimes easier to pay attention to corner image than to main
instructor.
When you do a correct move you will hear a striking sound and may see
a fire ball or other visual effect. The more you do in a row, the
bigger the effect becomes (note the combo gauge at the top of the
screen), until it becomes as interesting as a large roaring cartoon
tiger. Combos can only occur at specific times in each routine, so do
not be frustrated if you do a whole sequence perfectly and don't get a
spectacular combo out of it.
These effects are your indication that you are doing the right thing
at the right time. There are some moves which the controller cannot
detect which the game always assumes that you have performed. The
visual effect for getting these correct will always appear on the
screen, no matter what you are doing.
When the song ends you will be giving a grading screen and a diagram
of the muscle groups the game thinks you have used as well as
completely off-base estimations of equivalent measures of other
exercises. Likely the only things you care about are the grade and
the percentage of hit move.
---------------------
2.1.1. Song List
---------------------
The following songs are included:
HARD
----
Rhythm and Police
Stomp to My Beat
Ordinary World
MID
----
Sky High
That's the Way (I Like It)
Romansu No Kami-Sama
Hot Limit
17 Sai
Tubthumping
Lupin the 3rd '78 (unlocked by passing attack mode twice)
Easy
----
Hero
Boom Boom Dollar
Dam Dariram
Dub-I-Dub (unlocked by passing attack mode)
---------------------
2.1.2. Mirror Mode
---------------------
Dub-I-Dub, once unlocked, will always be played in mirror mode,
meaning that when you would normally punch or kick with your left, you
should punch with your right. Your right hand should be used when the
instructor uses their right hand.
---------------------
2.2. Fitness
---------------------
Once you have learned the routines, or are at least familiar enough to
not be frustrated by them, you should move on to fitness mode. This
mode will give you a menu of assembled routines composed of the songs
seen in practice.
Once again it gives you a diagram of the muscle groups it thinks you
will work with each routine. It will give you a good impression of
how kick- or punch-heavy the routine is. The little symbols at the
top indicate the songs, but it is hard to learn which icon matches
which song. It will also display the calories it thinks you will use
and the time the routine lasts. The second version of a routine is
typically longer.
---------------------
2.2.1. Routine List
---------------------
BurnOutBeat-1
---------------
Rhythm and Police
Hot Limit
Boom Boom Dollar
BurnOutBeat-2
---------------
Boom Boom Dollar
Rhythm and Police
Hot Limit
That's the Way (I Like It)
Romansu no Kami-Sama
UpperBodyBeat-1
---------------
Ordinary World
Stomp to My Beat
Dam Dariram
UpperBodyBeat-2
---------------
Dam Dariram
Stomp to My Beat
Boom Boom Dollar
Hot Limit
Ordinary World
BottomBodyBeat-1
----------------
17 Sai
That's the Way (I Like It)
Tubthumping
BottomBodyBeat-2
----------------
Tubthumping
Hero
That's the Way (I Like it)
Romansu no Kami-sama
Rhythm and Police
17 Sai
RushBeat-1
----------------
Boom Boom Dollar
Romansu no Kami-sama
RushBeat-2
----------------
Hot Limit
Stomp to My Beat
Romansu no Kami-sama
Boom Boom Dollar
FunctionBeat-1
----------------
Ordinary World
Tubthumping
FunctionBeat-2
----------------
Tubthumping
Dam Dariram
17 Sai
Ordinary World
CombinationBeat-1
-----------------
Hero
Sky High
CombinationBeat-2
-----------------
Sky High
That's the Way (I Like It)
Rhythm and Police
Hero
---------------------
2.3. Edit
---------------------
Here you can combine songs together to form your own custom routines.
Here is where we all wish I knew Japanese better.
The first option creates a new empty routine. It will assign a
default name.
The second option will let you edit the name of a routine. You will
be presented with the same naming screen you used for setting up your
profile name. See the section on creating a new profile for details on
the naming-entering menu.
The third option will let you add songs to your routine. Pressing O
will let you navigate the sub menu. The first option in the sub menu
will take you back to the previous menu. The second item allows you
to add a song. The last menu item deletes the highlighted song. You
can highlight a song after any action has been completed by moving the
controller and highlighting the icon in the routine queue at the top
of the screen.
The last option in the main menu will let you delete an entire
routine.
Exiting will automatically save any changes that you have made to the
routines. They will now be available to you in Fitness mode.
---------------------
2.4. Diary
---------------------
If you have been entering the dates correctly, then this will display
your totals for each day you have played.
Use the control stick to navigate the months. Select a day to look at
with O. Days when you played the game will be highlighted in blue.
It will show you a summary of how many of each game mode (practice,
fitness, attack, basic) you did that day.
---------------------
2.5. Basic
---------------------
This is a collection of instructional videos that show you how to
properly do the kicks and punches that make up each routine. They
will show you how to perform the move, making sure to point out
important aspects of the movement. For example, it shows you where
the power should come from and the position a limb should be in when
you successfully throw a kick. This is all in Japanese, but if you
pay careful attention you can figure out what they are telling you to
do such as keeping your elbows in or making sure your foot is oriented
correctly. The illustration to the left of the main menu should give
you an idea of what the video will be about.
---------------------
2.6. Attack
---------------------
Don't try this mode until you know the routines fairly well. If you
follow the routines correctly, you will survive against the lame
cartoon foe; if not, the little guy with the punching gloves will take
your health and you will fail.
Your gauge is reset at the start of every song. After each song is
completed you will get a grading screen which includes how many of
your enemies you defeated out of the total number possible.
Attack mode goes in the following order:
Ordinary world
Tubthumping
Hero
Hot Limit
Dam Daridam
Sky High
17 Sai
Stomp to my Beat
That's the Way (I Like it)
Romansu no Kami-sama
Boom Boom Dollar
Rhythm and Police
Dub-I-Dub (Mirror Mode) (only after it is unlocked)
When you clear all songs in attack mode you will see credits for the
game, which you can't quit out of. "Totally Cleared" will be marked
in your diary.
After you clear attack mode for the first time, the song Dub-I-Dub
will be unlocked. After the second time, Lupin the 3rd '78 will be
unlocked.
If you just want to pass through this mode to unlock the songs, it is
easily defeated by rhythmic button mashing on a standard controller.