Reviews from

in the past


Originally released as "Nekketsu Kōha Kunio-kun," this title was massively influential on the beat 'em up genre. It introduced staples such as belt scrolling, a bigger focus on combos, and urban environments. The reason I'm playing it, however, is because it is the first in the long line of Kunio-kun games, the birthplace of a favorite game of mine, River City Ransom.

...well, sort of. This is the home version, freshly translated for the Double Dragon & Kunio-kun: Retro Brawler Bundle. This port makes some changes from the original, namely having less enemies on screen at a time and dividing levels into multiple segments. However, the aspects that made the original famous are still here.

Nekketsu Renegade Kunio-kun uses a two button attack system based on Kunio's current direction. B always makes you attack to the left while A always makes you attack to the right. Depending on where Kunio is facing, this means either a quick forward punch you can mash or a slower, longer ranged backwards kick. This also affects some of the other moves you can pull off. You can grab a stunned enemy, hitting them for more damage with the forward attack and throwing then with the back attack. You can pummel grounded enemies by pressing down and using the forward attack. You can dash forward and knock enemies down with a running punch. It takes time to get used to remembering the directional aspect of these moves. I initially struggled with crowds and bosses, relying heavily on save states in between levels and before bosses to survive. But with some time and practice, you can master spacing and crowd control, and I can more reliably get through the rest of the game without help.

There is one move I neglected to mention: the jumping kick, pulled off by pressing both buttons at the same time. This move is kinda busted. It stuns enemies in one hit, letting you go in for a grab. It knocks enemies down in two, letting you focus on another enemy or pummel the now grounded foe. It is the only attack to deal with motorcycle enemies in stages 2 and 4, and it is the best attack for dealing with bosses assuming your timing and spacing is good. Sure, enemies can duck sometimes, but most times, you can just...do it again to hit an enemy. Master this move, and the game can become a lot easier.

To further even the playing field, there are hidden power ups you can find by performing specific techniques. Bust open a wall at the right time to get health. Defeat the third enemy of each room with a pummel when the timer is even to get an extra life. Jump kick an enemy at the right time to get a power boost that lets you send your enemies flying in a single punch. A good reason to check the manual of any retro game you play - you get to learn stuff that isn't necessarily communicated by the game itself.

You'll need a bit of broken stuff, however, since these bosses are devious. Jump kicks are enough for the first two, but they're much tougher without it. The third boss can easily grab and drain tons of health quickly, requiring good spacing on your attacks. That final boss is the smartest brawler boss, bringing a gun to a fist fight that can instantly kill you, though good timing with jump kicks can leave him unable to use his weapon. It is these tougher fights and need for timing, alongside the maze in the final level, that help to maintain the difficulty even with the jump kick at your disposal. This challenge goes even higher in the second and third difficulty levels, which add more weapon wielding enemies and make the final level maze even tougher. I tried with level 2, but having to fight multiples of the third stage boss in just two minutes was extremely frustrating and I had to tap out.

If you're not interested in the history of the beat 'em up, you can skip Nekketsu Renegade Kunio-kun. This is a super short game with awkward controls and wild endgame difficulty spikes. But the nuances in mechanics that shined in the 80s still have merit today.