Fist of the North Star

Fist of the North Star

released on Apr 01, 1989

Fist of the North Star

released on Apr 01, 1989

Fist of the North Star is a side-scrolling action video game produced by Toei Animation and developed by Shouei System for the Nintendo Entertainment System (NES). It was first released in Japan under the title Hokuto no Ken 2 (Japanese: 北斗の拳2)[a] on April 17, 1987, being the second Hokuto no Ken video game released for the Family Computer (Famicom) by the anime production company (which briefly entered the video game publishing business after their success with the original Hokuto no Ken game for the Famicom in 1986),[1] while also serving as a tie-in to the Hokuto no Ken 2 anime series which began airing on Fuji TV a few weeks earlier. Taxan published the localized NES version on April 1989, making it one of the earliest Fist of the North Star products released in the U.S. alongside Viz Communications' English adaptation of the manga.


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The most entertaining part of this game is that is faithfully adapts your ability to make people's heads explode. The fighting itself is stilted and repetitive.

The overwhelming consensus of the small sample size that have played this game is that it's shite, so I decided to give it a try just for laughs and it's...fine. Aggressively, relentlessly, violently Fine with a capital 'F', but fine.

The negatives are obvious - Kenshiro moon-jumps higher than early 3D fighting game characters, hitboxes are kind of weird, and the whole thing is really barebones to the point that it's possible to finish the whole game in less than the runtime of an episode of the anime.

Then again, it's a licensed game that unlike its contemporaries captures the heart of the source material: being a buff martial artist that causes people to explode by punching them. There are recognizable characters from the anime, Kenshiro hulks out and breaks his shirt after collecting enough powerups, and enemies' death animation (squirming and exploding) is about as detailed as can be expected. I also like that the game did enough to distinguish punches and kicks: kicks have longer range but send your enemies careening away sky-high so you're better off punching them to death and collecting the powerups they sometimes drop. (Or you can just literally jump over everything but that's neither here nor there) The finicky hitboxes actually (partly inadvertently I'm sure) lead to a semblance of technique and strategy in boss fights - there's a sweet spot where your short range punch can hit them but they punch through you and do no damage because their hitbox ends up behind you. So you end up moonjumping into that super-short-range sweet spot and unload some punches into him before retreating, like a postapocalyptic Mike Tyson pressing into a taller opponent's chest.

Look, it's a barebones low-effort mess, but it's kinda fun in its own way and sustains interest through its short runtime. I promise this is me being as objective as possible and has nothing to do with my screaming ATATATATA at the top of my lungs while I played.

É engraçado como eles adaptaram os inimigos "se explodindo" com apenas um golpe do protagonista
No anime voa sangue pra tudo que é lado já aqui são uns pixels quadradinhos ashuashuash o tema musical é um loop dos primeiros segundos daquela abertura clássica.
Enfim, até pra época isso foi muito mal feito 💀💀

Jump like your on the moon and combat is insanely basic. The main challenge of this game is figuring out how to go through a door. Down B and A to go through a door might be one of the dumbest decisions in human history.

Dire experience but his jump is really fucking funny he can go SO goddamn high