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.

Reviewed on Sep 09, 2022


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