Karate Champ

Karate Champ

released on May 01, 1984

Karate Champ

released on May 01, 1984

Single players compete against a computer opponent while two players fight each other in this Karate game. Players each use two joysticks which allow for a variety of different moves. The best two matches, out of three, wins.


Released on

Genres


More Info on IGDB


Reviews View More

As someone that is not good at any fighting games, I think this game ROCKS. I went to an arcade with a few friends that ARE good at certain fighting games, and I was actually able to stand up against them in this! That's because this game is the most barebones concept of a fighter, where spacing and reacting is key, but there's so little to the visual feedback that it makes it so much easier to understand than your modern fighters.

The stiff controls also add to how important every single one of your moves are. It adds a layer to understanding the spacing and such.

Fuck the haters, this game is dope. It aged so well, as all of us got really into this and competitive during our time there.

A point for the visual representation, but as a fighting game it's pretty awful.

Playing Through My Evercade Collection Part 3: Data East Collection 1

I hated this originally when I played it back on emulators, I still think its a mess of a game on the Evercade. Its clumsy, messy and honestly makes you appreciate how far gaming has come and makes me just want to play Final Fight to clear my brain of this.

If you stand still and press A just at the right time, you'll win every time.

Absolutely incredible stuff.

How can you even rate somthing like this. It's like an art critc doing a retrospective review of some caveman's drawing of a mammoth doing a shit on a cave wall in Devon

Initial concept is poorly translated into the NES port. The idea is that each attack is mapped to a combination of a direction and a button (A, B or A+B). The problem is that the game doesn't have strict focal targeting, so much as the character only turns after a proper attack, when the positions are reversed. In practice, this means that it is not possible to learn actions in terms of forward-backward, but rather in terms of absolute direction. This deviation from the norm is a concern, as it is not necessarily possible to estimate the direction of our character's gaze. On the other hand, the automatic guard is particularly permissive. Overall, the title does not accept priority, which means that two attacks made at the same time will cancel each other out, regardless of the direction. The game then becomes a mid-range battle to force a certain favourable pattern (in my case, I estimated that baiting a jump with a low kick allows you to hit with a front kick or back kick, if parried). Indeed, since it is a karate game, there is no confirmation system, since each hit will stop the fight. In short, this is a title that did not transition well to the NES.