Onna Sanshirou - Typhoon Gal/Gameplay

Controls

 * Joystick: Use the 8-way joystick to direct Onna Sanshirou around each "2.5D" dojo; in the even-numbered rounds, she can only move left and right.
 * Attack Button: Use this button in conjunction with the joystick to make Onna Sanshirou push away, kick, spin around, elbow, or punch the enemies.
 * Jump Button: Use this button in conjunction with the joystick to make Onna Sanshirou jump on, headbutt, flip, or throw (and finish off!) the enemies.
 * 1 or 2 Player Buttons: Push these buttons to begin a 1 or 2 player game.

Onna Sanshirou (女三四郎)
This pink-outfitted woman is the protagonist of this game (and is also referred to as "Yuki", written in Kanji as 由紀, in the attract mode); she must take on several white-, black-, orange-, blue-, and green-outfitted male opponents (and, once all of the opponents for an odd-numbered round have been defeated, the current dojo's master, who had just sat in place looking grimly, or smugly whenever she took hit or passed out, at Onna Sanshirou beforehand), to defend the honour of her own dojo. She will start each round with sixteen units of energy (represented by the green energy bar marked "PLAYER", in the top-left corner of the screen), but once it is down to eight units, the bar will turn yellow - and once it is down to four units it will turn red and the text "P♥W" shall appear over the text "KO" at the top of the screen (which indicates that the next hit will defeat her). When defeated Onna Sanshirou will cry for a few seconds before passing out as a sombre nine-note jingle is heard from the General Instrument AY-3-8910 and OKI MSM-5232 (and if she was defeated by a dojo master they shall laugh obnoxiously from the DAC); however, she will receive an extra life every 200000 points by default (but you may not actually last that long).

Opponents (反対派)
There are initially only three types of male opponents that Onna Sanshirou must take on (Type 1 White-Outfitted, Type 2 White-Outfitted and Black-Outfitted), but after every even-numbered round, the Black-Outfitted opponents will be palette-swapped to orange, blue, and green, before returning to black as the cycle starts over again; in the odd-numbered rounds she only has to fight one at a time, but in the even-numbered rounds, she has to fight two (to make up for the fact that there is no dojo master on them). The heads of the remaining opponents will be displayed in the top-right corner of the screen, and although none of them have energy bars of their own, their faces will turn blue when they are close to defeat - and you have to throw them to finish them off, at which point they will crawl away off the side of the screen they are closest to. The three Kanji in their name also read as hantai-ha.

Dojo Masters (道場原盤)
As mentioned above, once the last opponent on an odd-numbered round has been defeated, you will have to fight that round's Dojo Master (indicated by the head of the last opponent in the top-right corner of the screen disappearing and being replaced with another green life bar marked "ENEMY"); Round 1's Dojo Master is Bocher (who's so named because he resembles the American mathematician Maxime Bôcher, 1867-1918) while Round 3's is Hogen (so named because he resembles professional wrestler, Hulk Hogan), Round 5's is Dumplin (so named because he resembles a dumpling), and Round 7's is Franky (so named because he resembles Frankenstein's Monster). Their life bars will also become yellow and red when they're down to eight and four units of energy respectively, but you still have to throw them to finish them off - and if they crash through the wall, you'll receive a 5000-point bonus! If you cleared the round without passing out you will now receive a "Perfect Bonus" of 100000 points, but if you did not, you will only receive a maximum of 15 x the odd-numbered round's number (for example, on Round 3, it will be multiplied by 200). The four Kanji in their name also read as dōjō genban.