History of Kung Fu & Karate Games
This article covers the famous IK+ as well as several precursors or immediate successors. It also covers other Kung Fu and Karate computer games as well as 10 street-fighting beat 'em ups. In addition, the article links to coverage of eight versus fighters.
International Karate Plus IK+ Atari ST 1988
Archer Maclean of Software Studios ported System 3's 1987 Commodore 64 version of IK+ to the Atari ST in 1988. IK+ is famous for its responsive controls, array of moves, smooth animations, impactful sound effects and 2-player versus mode.
The main difference between IK and IK+ is that IK+ features three simultaneous karateka, not two.
The Atari ST and Amiga versions of IK+ were programmed and drawn by Archer Maclean. Naturally, the Atari ST and Amiga versions of IK+ are much more colorful and detailed than the original C64 version. The Amiga version features better audio than the ST version, but it is otherwise a direct port of the ST version. IK+ employs digitized sound effects and a well-converted tune by Dave Lowe. Indeed, Dave Lowe's Paula/Yamaha renditions of Rob Hubbard's 1987 SID tune stand as one of the most memorable in-game computer game tunes of 1988.
IK+ displays in 16-color 320x200. The drop-shadowed sprites are well-animated and colorful and the famous sunset backdrop is animated. However, there is only one backdrop.
The karateka can move forwards and backwards as well as jump, punch, kick, jump-kick, split-kick, sweep and head-butt. Each move has weight behind it and is accompanied by a digitized sound effect. All in all, there are 17 different moves that can be performed in IK+.
There are six belt colors to attain and over 25 levels to fight through. Points are awarded for each knock down of opponents; it is cool how the points display over the playfield. In addition, there are two different bonus screens.
The Atari ST version of IK+ was distributed on 1x 3.5" 720K DD diskette; the Amiga version on 1x 3.5" 880K DD diskette.
Needless to say, IK+ is highly playable and remains as one of the best versus fighters to appear on the ST/Amiga.
IK+ Commodore 64 1987
System 3 released the original version of IK+ for the Commodore 64 in October of 1987. IK+ was composed by Rob Hubbard and designed, programmed and drawn by Archer Maclean.
Rob Hubbard's IK+ tune was one of the most famous and memorable in-game tunes of the late 80s.
International Karate Atari ST 1986
Andromeda Software ported Archer Maclean's original 1986 Commodore 64 version of International Karate to the Atari ST in December of 1986. The Atari ST version of International Karate was programmed by Istvan Cseri and drawn by Zoltan Toth aka Sultan.
International Karate displays in 16-color 320x200. International Karate features 14 different moves, eight international backdrops, character-sprite facial expressions and two different bonus screens.
International Karate is historically significant because it was the first versus Fighter to appear on a 16-bit home computer. And IK is a great versus Fighter as well; an excellent game that features good controls, graphics and music.
International Karate Commodore 64 1986
System 3 released the original version of International Karate for the Commodore 64 in April of 1986. International Karate was designed by Mark Cale, programmed by Archer Maclean and composed by Rob Hubbard. Epyx of the U.S.A. released International Karate as World Karate Championship.
The Way of the Exploding Fist Commodore 64 1985
Melbourne House released The Way of the Exploding Fist for Commodore 64 in June of 1985. Developed by Beam Software, The Way of the Exploding Fist was programmed by Gregg Barnett, drawn by Greg Holland and composed by Neil Brennan.
- 18x kung fu moves
- Drop-shadowed animated sprites
- 4x backgrounds
- Toggleable sound
- 1-player or 2-player
- Joystick or keyboard control
- Charging bull bonus round: Somersault over or crouch-punch the bull
As one might expect, the animations in The Way of the Exploding Fist of 1985 are not as smooth as the ones in IK or IK+ of 1986-87. However, for mid-1985 The Way of the Exploding Fist is utterly superb across the board; beyond criticism.
Bangkok Knights Commodore 64 1987
System 3 released Bangkok Knights for the Commodore 64 in 1987. Bangkok Knights was programmed by Nick Pelling, drawn by Hugh Riley, composed by Rob Hubbard, sound-sampled by Simon Nicol and produced by Mark Cale and Tim Best.
Bangkok Knights is a Thai boxing versus fighter notable for its large chunky sprites and 8-way movement on 8-way scrolling playfields.
In single-mode players go up against eight boxers. The player's boxer can move in eight directions as well punch, elbow-bump, kick, jump-kick, shin-kick, knee-impact and block.
Bangkok Knights opponents are Manchu Man, Dan Fists, Bamboo Man, Killa Kale, Siam Sally, Mucho Mike, Daddy Kale and B.B. Butler.
Bangkok Knights supports two joystick control systems and single-player or two-player versus mode. Bangkok Knights audio is switchable between music and sound effects.
Karateka Apple 2 1984
Brøderbund Software released Karateka for the Apple 2 in December of 1984. Karateka was designed, programmed and drawn by Jordan Mechner. Karateka is a fighting game and cinematic platformer that features rotoscoped sprite animations and non-smooth screen-scrolling.
The object of Karateka is to raid Warlord Akuma's mountain palace, duel his guards and rescue Princess Mariko. The guards become progressively more difficult to defeat, but players only face one guard at a time (only one-on-one duels).
In Karateka guards regenerate their health over time. The protagonist also goes up against flying eagles and must negotiate a falling gate.
Karateka moves include stand, bow, assume fighting stance, run forward, advance, retreat and high, middle and low punch and kick.
Karateka Commodore 64 1985
Brøderbund Software released Karateka for the Commodore 64 in 1985. Published by Ariolasoft, C64 Karateka was programmed by Robert Cook and composed by Francis Mechner via Don Williams' The Music Shop.
Karateka would lead to Brøderbund's Prince of Persia of 1990.
Karate Champ Commodore 64 1985
Berkeley Softworks of the U.S.A. ported Data East's Karate Champ coinop of 1984 to the Commodore 64 in 1985. Karate Champ is a single-player or 2-player simultaneous Versus Fighter.
Karate Champ moves include advance, withdraw (block), about-face, jump, crouch, back-flip, forward-flip, front kick, low kick, back kick, round kick, back round kick, jumping side kick, jumping back kick, upper lunge punch, middle lunge punch, back foot sweep, front foot sweep and crouching reverse punch.
Points are awarded based for each successful hit, based on hit-type. Bonus points are awarded at the end of each bout based on time remaining.
Karate Champ features three bonus screens and multiple backdrops.
Kung-Fu Master Commodore 64 1985
Berkeley Softworks of the U.S.A. ported Irem's Kung-Fu Master coinop of 1984 to the Commodore 64 in 1985. C64 Kung-Fu Master was programmed by Chris Hawley.
Kung-Fu Master is a bi-directional sideways-scrolling beat 'em up. C64 Kung-Fu Master scrolling is smooth.
In Kung-Fu Master players control Thomas as he seeks to free his kidnapped girlfriend Sylvia who is being held in Mr. X's Devil's Temple.
En route to Mr. X Thomas takes on henchmen, dwarfs, knife-throwers, snakes, killer bees, mystical globes and fire-breathing dragons. Most of the enemies come straight on or flank Thomas.
Thomas can walk left and right, crouch, jump, kick, jump-kick, sweep, punch, jump-punch and crouch-punch. Thomas can also shrug off being mobbed. For defeating enemies points are awarded, ranging from 100-10,000.
Kung-Fu Master features five stages, five bosses and supports single-player or 2-player alternating play. Bonus points are awarded at the end of each stage based on remaining time and energy.
Coinop Kung-Fu Master was designed by Takashi Nishiyama.
ST Karate Atari ST 1986
Point Blank of the U.K. released ST Karate for the Atari ST in 1986. ST Karate controls are good and the sprites are clearly drawn, well-animated and drop-shadowed. ST Karate features bonus rounds, in-round hazards, on-impact indicators, multiple opponents and 2-player versus mode.
Published by Eidersoft, ST Karate was programmed by Steve Kelly (Xenon), drawn by Eric Matthews (Gods), animated by Anne Macnamara and composed by Janko Mršic-Flögel (music) and David Jones (sound effects).
Chambers of Shaolin Amiga 1989
Thalion Software of Germany released Chambers of Shaolin for ST/Amiga in 1989. Chambers of Shaolin was programmed in M68K assembly on an Atari ST.
Chamber of Shaolin supports single-player tests and combat versus the computer or 2-player versus play.
Shaolin chamber tests include Test of the Stick, of Agility, of Balance, of Speed, of Strength and of Fire. Achievement traits are accrued during tests and can be saved to disk.
In battle mode fighters can jump, crouch, advance and withdraw, turn around, kick and punch to the head, jump-kick, jump-punch, sweep-kick and perform the tigerclaw.
Published by Grandslam Entertainment, ST/Amiga Chambers of Shaolin was designed by Holger Flöttmann, lead-programmed by Marc Rosocha, lead-drawn by Günter Schmitz and composed by Jochen Hippel. C64 Chamber of Shaolin was programmed by Matthias Sykosch.
Amiga Chambers of Shaolin was distributed on 1x 3.5" 880K diskette.
Panza Kick Boxing Amiga 1990
Futura of France released Panza Kick Boxing on ST/Amiga in 1990. Panza Kick Boxing is notable for its realistic moveset, complex controls and number of digitized sprite animation frames. Panza Kick Boxing was named after the French kick boxing champion, André Panza.
Panza Kick Boxing features eight boxers each of which is characterized by three stats: strength, resistance and reflexes. In assuming the role of a boxer players can select 13 moves or "blows" from a pool of 55, and assign them to joystick positions. The moves are divided into front leg, rear leg and punching. Landing a blow is based on the strength of the attack and the resistance of the defender as well as the power and height of the executed move. Boxers may also parry via dodge, duck and block. Clinch, recovery and turn-around are also employed. In addition, there is training, grading and a "VCR" recording feature.
Punches include the uppercut, double backfist and plunging hook whereas kicks include the jumping axe kick, the high hook kick and low back round kick. Combos can also be employed to good effect (mixing things up).
Note the perspective of the viewport, complete with foreground, background and animated umpire behind the boxers on the playfield.
Panza Kick Boxing sound effects are digitized. The 1½ megs of sprite animation frames are also digitized. Moonstone of 1991 had 2 megs (rotoscoped) and Street Fighter 2 of 1992 had 2½ megs (character-animated).
Panza Kick Boxing was programmed by Nicolas Massonnat, drawn by Marco de Florès and composed by Michel Winogradoff. Amiga Panza Kick Boxing is a port of Atari ST Panza Kick Boxing of 1990, which was originally programmed by Pascal Jarry. Panza Kick Boxing was developed over a period of two years.
Panza Kick Boxing was distributed by Loriciel on 2x 3.5" 880K diskettes.
Bruce Lee Commodore 64 1984
Datasoft of the U.K. released Bruce Lee for the Commodore 64 in 1984. C64 Bruce Lee is a platform game and hack n slash game. C64 Bruce Lee is presented in side-on perspective on fixed screens that are 4-way contiguously linked (flip-screen).
Bruce Lee can run left and right, chop, duck, jump directly upward, leap diagonally across, fly-kick and climb up, down and across vines, hand over hand.
The running jump-kick aka flying-kick was especially impressive for 1984: Bruce Lee flies straight through the air and knock his target backward.
The object of C64 Bruce Lee is to collect lanterns in order to open secret passageways through a fortress that consists of 19 areas. Bruce Lee must negotiate hazards while avoiding or fighting Black Ninja and Green Yamo en route to his final confrontation with the Wizard. Some lanterns only appear intermittently whereas others are concealed. Hazards include spikes, projectiles and electrified floors. It is worth noting that Black Ninja and Green Yamo can also climb, but are also subject to hazards.
C64 Bruce Lee supports single-player and two modes of 2-player alternating play.
Points are awarded for lantern-collection and entering a new area as well as for successful chops, kicks and knock-outs. An extra life is awarded at 40,000 points and for every 30,000 points accrued thereafter.
C64 Bruce Lee was programmed by Ron J. Fortier, drawn by Kelly Day, composed by John A. Fitzpatrick and conceived by Ron J. Fortier and Kelly Day.
C64 Bruce Lee is an early masterpiece of puzzle-platforming and hack n slash action.
Shao-Lin's Road Commodore 64 1986
The Edge of Softek International ported Konami's Kicker aka Shao-Lin's Road coinop of 1985 to the Commodore 64 in 1986.
In Shao-Lin's Road players control "Hero Lee", a master of Chin-style Shaolin. Lee undertakes to escape the temple and exact revenge on the gangsters that murdered his master.
Lee can move sideways, leap sideways, kick, jump-kick and sideways-fire four different magic projectiles. Each of the magic projectiles has a different movement pattern, penetration or range. In addition, Lee can leap vertically between the ground, middle and top platforms of the temple as well as drop down through top and middle platforms to platform/s below.
C64 Shao-Lin's Road consists of four main temple stage layouts, but each layout must be cleared twice of hostiles, which spawn often and move about quickly. Stages are cleared by besting the required number of hostiles. After the fourth temple layout has been completed the game wraps back around to the first, but with the movement rate of hostiles increased.
C64 Shao-Lin's Road employs horizontal edge-screen scrolling; that is, the screen only scrolls sideways when the Lee sprite reaches its edge.
C64 Shao-Lin's Road was programmed by M. Watson, drawn by Tony West and composed by Clever Music.
Street-fighting Beat 'em Ups
Street-fighting beat 'em ups generally involve a couple of guys going up against crime-gangs led by a head honcho that has kidnapped a woman. Street-fighting beat 'em ups were very popular on Western home computer game machines, but not many of them were particularly good games or historically significant in that sphere. If the polish and playability of 1991 C64 Double Dragon was combined with the features of 1988 C64 Double Dragon -- in 1988 -- then that would have been historically significant, but they weren't.
Renegade Commodore 64 1987
Imagine Software of the U.K. ported Technōs Japan's Renegade coinop of 1986 to the Commodore 64 in 1987. Renegade is a horizontally-scrolling beat 'em up presented in oblique perspective.
In Renegade players assume the role of a renegade street-fighter who is out to rescue his kidnapped girlfriend from gangsters. The renegade rescues his girlfriend by systematically knocking out every thug and boss that stands in his way.
The renegade can move in eight directions, jump, crouch, punch, floor-punch, knee, back kick and jump-kick. However, the renegade can be grappled, whipped, run over, charged at and even shot at, depending on the foe he is facing. For example, Big Bertha can charge and knock down the renegade.
Eight-way movement means the renegade and his foes do not just move sideways, but also inwardly and outwardly on the playfield. However, jumps and attacks are only executed horizontally.
The renegade faces off against up to three gang-members simultaneously. When one thug is knocked out the next will immediately step in from off-screen unless the required number has already been dealt with. Thus, it is important for the renegade to stay mobile by jump-kicking, throwing the odd punch and moving about in eight directions, circling the thugs.
The renegade has an eight-notch enemy bar to preserve. Bosses also have energy bars.
C64 Renegade consists of five time-limited stages: Subway, Pier, Sleezy Street, Mean Street and Mr. Big's Hideout.
C64 Renegade was produced by D.C. Ward, programmed by Max Taylor, composed by Fred Gray and drawn by Steve Wahid and Jane Lowe.
The Renegade coinop was designed by Yoshihisa Kishimoto and composed by Kazuo Sawa.
Target Renegade Commodore 64 1988
Imagine Software of the U.K. released Target Renegade aka Renegade 2 for the Commodore 64 in 1988. Developed by Imagine Software, C64 Target Renegade was produced by D.C. Ward, programmed Dave Collier, composed by Gary Biasillo and drawn by John Palmer and Martin McDonald.
Target Renegade is a side-scrolling beat 'em up. The screen scrolls vertically when riding in elevators. Target Renegade scrolling and cartoon-like sprite animations were notable in 1988, but the gameplay is too repetitive (even for a beat 'em up).
Target Renegade consists of five stages or scenes: Multi-storey carpark, Seedy Street at Night, the Park, the Shopping Mall and the Bar of Mr. Big.
The renegade can move in eight directions as well as punch, crouch, crouch-punch, back-kick, jump-kick, shrug off, pick up weapon and swing baseball bat.
Renegade 3 Commodore 64 1989
Imagine Software of the U.K. released Renegade 3: The Final Chapter for the Commodore 64 in 1989. Developed by Ocean Software of the U.K., C64 Renegade 3 was programmed by Zach Townsend, composed by Jonathan Dunn and drawn by Andy Sleigh and Rob Hemphill.
In Renegade 3 the street-fighter travels through time in order to rescue his kidnapped girlfriend. Renegade 3 consists of four horizontally-scrolling, time-limited stages each of which represents a time period: pre-historic, ancient Egyptian, medieval and far-flung future. The renegade beats up dinoaurs, cavemen, armored knights and robots.
Each stage consists of two playfield tiers that can be moved between via ladders or other device. Moving between the tiers is necessary to progression due to obstructions and hazards, which include spike and lava pits. In addition, enemies above the renegade can throw or drop things onto the renegade on the ground tier.
The renegade can move in eight directions, jump, crouch, punch, crouch-punch, kick, jump-kick, climb up and down ladders and swing a baseball bat.
Dragon Ninja Commodore 64 1988
Imagine Software ported Data East's Bad Dudes Vs. Dragon Ninja coinop of 1988 to the Commodore 64 in 1988. C64 Dragon Ninja was programmed by David Collier, composed by Jonathan Dunn and drawn by Stephen Wahid and John Palmer.
Dragon Ninja is a horizontally-scrolling beat 'em up set on the streets of New York City.
C64 Dragon Ninja does not support 2-player simultaneous play. Thus, only Blade is in C64 Dragon Ninja, not Striker. In C64 Dragon Ninja players control Blade as he undertakes to rescue President Ronnie from abduction by the Dragon Ninja.
The Bad Dude can move sideways, jump, crouch, punch, super-punch, kick, back-kick, jump-kick and sweep-kick. The Bad Dude can also wield a knife and leap aka super-jump upward to the second floor and drop downward to the ground (the Dragon Ninja playfield is dual-tiered).
Dragon Ninja consists of seven time-limited stages and a boss at the end of each stage. Collectable capsules replenish health and time.
Double Dragon Commodore 64 1991
Imagitec Design of the U.K. ported Technōs Japan's Double Dragon coinop of 1987 to the Commodore 64 in 1991. Published by Ocean, 1991 C64 Double Dragon was lead-programmed by Jamie Irvine, lead-drawn by Peter Goldsmith and composed by Barry Leitch and Ian Howe.
1991 C64 Double Dragon consists of five time-limited horizontally-scrolling stages. You only get a flat 3,000 bonus at the end of each stage, regardless of time remaining. Thus, no need for a hi-score table.
In 1991 C64 Double Dragon the player controls Billy Lee as he seeks to free his kidnapped girlfriend, Marian, from the Black Warriors' Shadow Boss. Billy can walk in eight directions, punch, kick, elbow, head-butt, jump-kick and swing baseball bats.
Due to sprite overlap one attack can often hit two targets, which is quite amusing.
Hazards include falling from cliffs or into water or spike-pits. Likewise, enemies can be knocked into such hazards. Unlike the coinop, there is no ladder-climbing, no barrel-throwing and no oblique perspective platforming. In addition, Billy only ever faces two enemies at once, and there is only one instance in which Billy is required to jump over something.
Billy starts with two lives and a five-notch health bar.
Disappointingly, the Shadow Boss is no different in appearance to his minions, but the animated spike-pit is cool. There are only two character sprite types: big oaf and normal-sized guy. Tougher thugs are usually identified by color: green or yellow.
1991 C64 Double Dragon features a choice between music or sound effects, not both.
1991 C64 Double Dragon supports two-button joysticks, but 2-player simultaneous play is not implemented. Thus, 1991 C64 Double Dragon should have been called "Single Dragon".
The Double Dragon coinop was designed by Koji Kai and composed by Kazunaka Yamane.
Double Dragon Commodore 64 1988
Binary Design of the U.K. ported Technōs Japan's Double Dragon coinop of 1987 to the Commodore 64 in 1988. 1988 Double Dragon was published by Melbourne House in the U.K. and Mastertronic in the U.S.A.
1988 C64 Double Dragon is closer to the coinop than 1991 C64 Double Dragon. For example, 1988 C64 Double Dragon employs oblique-perspective platforming, bi-directional horizontal scrolling, some vertical scrolling and 2-player simultaneous play neither of which 1991 C64 Double Dragon feature. In addition, you can see the muscle car parked in the garage and you can fight the green hulk-oaf and the leader of Black Warriors gang, Willy. However, 1988 C64 Double Dragon is not as playable as 1991 C64 Double Dragon.
Oddly, the big oaf sprite is smaller than the Billy/Jimmy Lee sprites.
The SID rendition of the Double Dragon coinop tune was composed by Charles Deenen of The Maniacs of Noise.
Double Dragon Amiga 1989
Binary Design of the U.K. ported Technōs Japan's Double Dragon coinop of 1987 to the Amiga in 1989. Amiga Double Dragon is a direct port of Atari ST Double Dragon of 1988. ST/Amiga Double Dragon was programmed by Richard Aplin, Gary Vine and Pete Gartside, drawn by Chris Collins and Haydn Dalton, and composed by Nick Vincent.
ST/Amiga Double Dragon displays in 16-color 320x200, supports single-player or 2-player simultaneous play and consists of five time-limited stages that primarily scroll horizontally, though there is some vertical scrolling as well. ST/Amiga Double Dragon playfields are presented in oblique perspective.
ST/Amiga Double Dragon is an average port of the coinop, but it is much more fun to play and has more features than 1988 or 1991 versions of C64 Double Dragon.
In ST/Amiga Double Dragon Billy/Jimmy can move in eight directions, punch, kick, jump-kick, throw, knee, elbow and headbutt. ST/Amiga Double Dragon also allows for ladder-climbing and box-, barrel- and boulder-throwing. On top of that Billy/Jimmy can wield weapons such as whips, dynamite, baseball bats and throwing knives. Thugs can pick up dropped weapons from the ground, and up to six thugs can be on-screen simultaneously.
A single box, barrel, boulder or dagger throw can wipe out a mob of six lined-up thugs. Actually, a well-timed swing of the baseball bat can take out mobs, too. In addition, the thugs can be lured to drop into holes, fall into rivers, walk into thrusting spears and tumble from sheer cliffs. Or they can be punched, kicked or thrown to their doom.
Double Dragon 2 Commodore 64 1989
Binary Design of the U.K. ported Technōs Japan's Double Dragon 2: The Revenge coinop of 1988 to the Commodore 64 in 1989. Published by Virgin Mastertronic, C64 Double Dragon 2 was programmed by Mike Hutchinson, drawn by Rory Green and composed by Dave Lowe.
In C64 Double Dragon players control Billy Lee or Jimmy Lee as they seek to avenge the death of Marian.
C64 Double Dragon 2 features smooth horizontal scrolling, oblique perspective plaforming and supports 2-player simultaneous play. C64 Double Dragon also plays music and sound effects simultaneously, and features a hi-score table.
Billy/Jimmy can walk in eight directions, punch, kick, elbow, jump, jump-kick and perform the Hurricane Kick. Billy/Jimmy can also throw daggers. In addition, crates and stumps can be picked up, carried around and thrown at thugs.
C64 Double Dragon 2 character sprites are larger, chunkier and better-animated than C64 Double Dragon sprites. There are six different character sprites types, such as cart-wheelers, Nunchaku-wielders and big-oaf grapplers.
The Double Dragon 2 coinop was designed by Yoshihisa Kishimoto and composed by Kazunaka Yamane.
Double Dragon 2 Amiga 1989
Binary Design of the U.K. ported Technōs Japan's Double Dragon 2: The Revenge coinop of 1988 to the Amiga in 1989. Amiga Double Dragon 2 was programmed by Richard Aplin, AI-programmed by Gary Vine, drawn by The Picture Element, and composed by Tomas Dahlgren, Richard Aplin and Steve Barrett.
Double Dragon 3 Commodore 64 1991
The Sales Curve and Trade West of the U.K. ported Technōs Japan's Double Dragon 3: The Rosetta Stone coinop of 1990 to the Commodore 64 in 1991. C64 Double Dragon 3 was programmed by Paul Rogers, drawn by Bob Whitaker and composed by Andrew Taylor.
C64 Double Dragon 3 supports 2-player simultaneous play, but does not feature a hi-score table. Double Dragon 3 places more emphasis on environmental hazards than the previous two Double Dragon games.
Double Dragon 3 employs some mythical themes and set-pieces that are non-standard in beat 'em ups. For example, Billy/Jimmy are in search of the Rosetta Stones, fight against a golem and a mummy, and need to spell out "Rosetta" on pressure plates, while being fired upon by an alien wyrm.
Billy/Jimmy can walk in eight directions, punch, jump and jump-kick. In addition, a 360° hurricane kick and a jumping throw may be purchased at the shop via the "Tricks" menu. Unlike the coinop, there is no running and no 3-player simultaneous play.
At the shop you can purchase 1-Ups, Tricks, Energy, Power-up and Weapons such as the Katana and Nunchaku. You have 10 coins to spend.
C64 Double Dragon 3 features smooth bi-directional horizontal scrolling.
C64 Double Dragon 3 consists of eight time-limited stages that span the globe.
Double Dragon 3 Amiga 1991
The Sales Curve and Trade West of the U.K. ported Technōs Japan's Double Dragon 3: The Rosetta Stone coinop of 1990 to the Amiga in 1991. Amiga Double Dragon 3 was programmed by Greg Michael, drawn by Ned Langman, composed by Andrew Barnabas (music) and Steve Snake (SFX).
Final Fight Amiga 1991
Creative Materials of the U.K. ported Capcom's Final Fight coinop of 1989 to the Amiga in 1991. Amiga Final Fight was programmed and graphics-converted by Richard Aplin and composed by Jolyon Vincent Myers, The Judge.
Amiga Final Fight displays in 32-color 320x200 and consists of six horizontally-scrolling stages and two bonus stages.
In Final Fight players contol Guy, Cody or Haggar. Amiga Final Fight supports single-player or 2-player simultaneous play.
Each of the three controllable characters are street fighters. Guy is trained in Ninjitsu, Cody in Karate and Haggar in wrestling. Each street fighter has his own special move. Guy and Cody have a 360° flying kick and Hagger has the Pile Driver.
Each street fighter can move in eight directions, punch, kick, jump and jump-kick. Each street fighter can also pick up food to restore their health and pick up and wield weapons such as knife and iron pipe (there is no katana in Amiga Final Fight).
The object of Final Fight is to rescue Cody's kidnapped girlfriend, Jessica, from the Mad Gear gang in Metro City.
Amiga Final Fight features intricate backdrops and many big, colorful and well-animated drop-shadowed sprites, but the sprite movesets, collisions and animation frames are not 1:1-converted from the coinop. That said, Amiga Final Fight is historically significant in terms of the quantity and quality of graphics-asset conversion and cramming: coinop Final Fight consists of 4 megs of graphics that were cut-down and crammed onto two 880K diskettes for Amiga Final Fight.
In addition, several coinop moves, objects, encounters, scenes and sound effects are missing from Amiga Final Fight. Also, Jessica is not a part of the final boss fight and there is no animated ending when Belger is defeated. However, the likes of falling chandeliers, flaming floors and swinging grab handles are featured in Amiga Final Fight.
In November of 1989 Capcom's Final Fight was an advanced coinop in terms of audiovisuals and movement and impact mechanics. Thus, it was somewhat surprising when ST/Amiga ports were announced in 1990. Capcom's Final Fight is a fast-paced, high-impact, rapid-fire beat 'em up, but ST/Amiga Final Fight does not convincingly replicate that.
Coinop Final Fight was designed by Akira Nishitani and Akira Yasuda.
Final Fight Commodore 64 1991
Creative Materials ported Capcom's Final Fight coinop of 1989 to the Commodore 64 in 1991. C64 Final Fight was programmed by Mike Hutchinson, drawn by Andrew McCarthy and composed by Dave Lowe.
C64 Final Fight features single-player or 2-player simultaneous play. The horizontal and vertical scrolling is smooth.
As per C64 Renegade and Double Dragon, C64 Final Fight only features two thugs on-screen at any given time. However, unlike Amiga Final Fight C64 Final Fight features choke holds and Haggar's back-throw, not just the spinning piledriver. In addition, Hollywoods can slide along the ground and Andres can piledrive players. C64 Final Fight also features smashable placeables and includes the vertically-scrolling lift segment, which Amiga Final Fight does not.
On the other hand, C64 Final Fight lacks flurries, bi-directional scrolling, charging Bill Bulls and Final Fight's mob-based combat.
Ninja Warriors Amiga 1989
Random Access / The Sales Curve Ltd. ported Taito's Ninja Warriors coinop of 1987 to the Amiga in 1989.
Amiga Ninja Warriors is a side-scrolling hack n slash game that features articulated animations and sampled sound and speech. The audiovisuals are raw, gritty and realistic.
Amiga Ninja Warriors supports single-player and 2-player simultaneous play. In addition to joystick control Amiga Ninja Warriors also supports keyboard control.
The player assumes the role of Ninja or Kunoichi as they take on the forces of Banglar. Ninja Warriors consists of six side-scrolling stages.
The cybernetic ninjas can walk sideways, somersault, crouch, block, slash in close-quarters with kunai and throw limited-use shuriken from range.
The Ninja Warriors tank-boss fires its cannon a few times before rolling into view. Then, it rolls back and forth across the playfield, rotating its turret. The motorized sound the turret makes when it rotates is realistic. A soldier then pops out of the tank's top hatch to fire a mounted machinegun down at the ninja. Again, the sound of gunfire is realistic (sampled sound). Some of the other bosses have voiced lines (sampled speech).
Amiga Ninja Warriors was programmed by John Croudy and Ronald Pieket Weeserik, drawn by Ned Langman and Rob Whittaker, and composed by Ronald Pieket Weeserik.
Amiga Ninja Warriors was distributed by Virgin Mastertronic on 2x 3.5" 880K diskettes.
Shadow Warriors Amiga 1990
Teque Software ported Tecmo's Shadow Warriors aka Ninja Gaiden coinop of 1988 to the Amiga in 1990. Shadow Warriors is a side-scrolling Renegade-like beat 'em up notable for its number of on-screen sprites, fast attack speed standard and environmental interaction.
Amiga Shadow Warriors supports single-player and 2-player simultaneous play.
Shadow Warriors is a Renegade-like in terms of movement, but it also employs Shinobi-like tiers of engagement; that is, when applicable the ninjas can jump up to the top tier and drop down to the bottom one.
Shadow Warriors consists of six side-scrolling time-limited stages. Collectable items are revealed by knocking enemies back into scene-objects, such as barrels. Collectables include energy, 1-Up, point bonuses and a limited-use sword that makes short work of enemies.
The ninjas can move in eight directions, jump straight upwards and somersault sideways as well as perform the Triple Blow Combination (round-house, mid-kick, punch), Hang Kick (from overhead bars), Flying Neck Throw, and "Phoenix" back-flip (run into a walls/objects to flip back away from it/them).
The framerate of Amiga Shadow Warriors drops when there six or seven on-screen sprites. The sprites are clearly drawn, colorful enough and well-animated, but they are not drop-shadowed. The backdrops are colorful and the playfields employ image-masking.
Amiga Shadow Warriors does not support simultaneous music and sound effects (it's either the one or the other). Thus, you either have weak but useful SFX-feedback or cool music but zero-impact gameplay.
Amiga Shadow Warriors was composed by Matt Furniss, programmed by Simeon E. Pashley and Rob J. Hill, and drawn by six graphicians.
Amiga Shadow Warriors was distributed by Ocean on 2x 3.5" 880K diskettes.
Shadow Warriors Commodore 64 1990
Teque Software ported Tecmo's Shadow Warriors aka Ninja Gaiden coinop of 1988 to the Commodore 64 in 1990. C64 Shadow Warriors was produced by D.C. Ward, composed by Matt Furniss and programmed by Andy Ware and Ivan Dimbleby.
cf. Platform games (for more ninja-type games) and Moonstone for Barbarian-style hack n slash games.
cf. Versus-fighters:
Indexes:
- Budokan: The Martial Spirit IBM PC MS-DOS Electronic Arts 1989
- Street Fighter 2 IBM PC MS-DOS Creative Materials 1992
- Mortal Kombat IBM PC MS-DOS Probe Software 1993
- Shadow Fighter Amiga NAPS Team 1994
- Sento IBM PC MS-DOS 47-Tek 1994
- Rise of the Robots IBM PC MS-DOS Mirage Instinct 1994
- FX Fighter IBM PC MS-DOS Argonaut Software 1995
- Battle Arena Toshinden IBM PC MS-DOS Digital Dialect 1996
Indexes:

































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