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{{needcontrols|Apple II}}
{{Header Nav|game=Karateka}}
 
{{Game
{{All_Game_Nav|game=Karateka|num=4}}
|completion=4
{{Infobox|title = Karateka
|image=Karateka artwork.jpg
|image =
|title=Karateka
|developer = Jordan Mechner
|developer={{dev|Jordan Mechner}}
|publisher = [[Brøderbund Software]]
|publisher=[[Brøderbund Software]]
|designer = Jordan Mechner
|year=1984
|engine =
|systems={{syslist|cpc|a2|atarist|a8bit|a7800|c64|msdos|nes|zx}}
|releasedates = [[1984]]
|designer=Jordan Mechner
|genre = [[Action]]
|genre=[[Action]]
|modes = [[Single player]]
|modes=[[Single player]]
|ratings = N/A
|followed by=[[Karateka (2012)]]
|systems = [[Amstrad CPC]], [[Apple II]], [[Atari 8-bit]], [[Atari 7800]], [[Commodore 64/128]], [[MS-DOS]], [[Nintendo Entertainment System|Famicom]], [[Sinclair ZX Spectrum]]
|media =
|requirements =
|input = Keyboard, controller, joystick
}}
}}
{{game disambig|the original [[1984]] game|the [[2012]] remake|[[Karateka (2012)]]}}
'''Karateka''' was a ground-breaking game, originally designed in 1984 by Jordan Mechner for the [[Apple II]]. Jordan Mechner is also the creator of the well-known title [[Prince of Persia]]. Before he took us on an adventure in Persia, he taught us how to fight in Japan. Karateka went above and beyond the average levels of quality that were typically seen in computer games at the time. Fully fleshed out fighting animation, coupled with cinematic cut scenes underscored by a poignant musical backdrop, presented players not only with an experience on par with arcade quality graphics, but a story telling experience that simply could not be captured in an arcade.


'''Karateka''' is a martial arts game designed by Jordan Mechner. It is designed to resemble classic martial arts films, including cinematic techniques such as cross-cutting.
Jordan Mechner's masterpiece of a game was supplied to gamers by [[Brøderbund Software]], who eventually ported it to other systems. Programmer Robert Cook was responsible for the converting it to the [[Atari 8-bit]] series of computers. It was so popular, it was one of the few American titles brought over to Japan for play on the [[Famicom]]. After it was also converted for the Commodore 64 and the IBM, [[Atari]] eventually bought the rights to distribute the game on their systems, and distributed the original game on their redesigned XE Game System, as well as the [[Atari 7800]], which is generally considered the worst conversion of the game. A conversion for the [[Game Boy]] was released under the title ''Master Karateka'' which featured competitive play when utilizing the Link Cable. In [[2012]] a remake, also called [[Karateka (2012)|Karateka]], was released for several platforms, featuring updated visuals and gameplay.
 
== Gameplay ==
You only have one life for the entire game. If you die you must start over from the beginning. After winning a battle, your maximum health level will usually decrease by one point and your enemy's maximum health level will increase by one point. Your health will always be restored to its current maximum after a battle, so it does not matter how much you are damaged during combat as long as you do not die.


== Control ==
==Story==
Controlling your fighter depends on which version you are playing. In all versions you have two stances: running and fighting. Being hit in the running stance is lethal, whether or not you are stationary. Once you enter fighting stance in a combat situation, you may not enter running stance again until your enemy is gone. In all versions, you have three punches or kicks, depending on if the joystick or D-pad is in an up, down, or neutral position.
High atop a craggy cliff, guarded by an army of fierce warriors stands the fortress of the evil warlord Akuma. Deep in the darkest dungeon of the castle Akuma gloats over his lovely captive, the princess Mariko.


Press the "punch" button while standing in the running stance and you will honorably bow to your opponent; if your opponent is also in this stance, he will bow back. This gesture serves no function other than your amusement.
You are one trained in the way of karate: a Karateka. Alone and unarmed, you must defeat Akuma rescue the beautiful Mariko.


Kicks have a longer range than punches, but punches are quicker. Kicks can be rapid-fired at most four times, after which your fighter must pause, but rapid one-two punches can continue indefinitely.
Put fear and self-concern behind you. Focus your will on your objective, accepting death as a possibility. This is the way of the Karateka.


While in fighting stance, you have two kinds of movement: walking, and a slight, quick shuffle forward, which the game distinguishes by holding the joystick and tapping it.
Karateka tells the story of a lone martial arts master whole swims across an ocean and scales a cliff to single handedly fight the ruler of the island, along with his entire army, and rescue his true love. He will have to engage in one-on-one combat over and over again as he closes the distance between him and the ruler. Each fight is a fight to the death, and every combatant is stronger than the last. A few traps and attacks from a per bird must also be avoided in order to succeed.


=== Apple II controls ===
==Gameplay==
* Button 1: kick
* You fight in a series of one on one contests with enemy opponents.
* Button 2: punch
* You and the enemy can punch and kick at three different heights. Each successful strike removes one hit point from the recipient.
* Up: assume running stance; let go to assume fighting stance
* The battle is over once one combatant is reduced to zero hit points. The game is over if the player loses one battle.
* Up+Right: run; let go to assume fighting stance
* During a fight, if either combatant is not hit for a continuous period of a few seconds, hit points are regenerated.
* In the outside stage and the first inside stage, the number of combatants that the play must face is a function of how long it takes the player to reach the end of the stage.
* The player may run. If the player runs into a combatant or bird, he dies instantly.
* A trap gate must be successfully triggered at the end of the first inside stage or the player will die.


=== Famicom controls ===
{{ToC}}
In the Famicom version, your stance will be held after releasing the corresponding button.
* {{nes|A}}: kick
* {{nes|B}}: punch
* {{nes|Up|Dpad}}: assume running stance
* {{nes|Down|Dpad}}: assume fighting stance


[[Category:Brøderbund Software]]
[[Category:Brøderbund Software]]
[[Category:1984]]
[[Category:Action]]
[[Category:Action]]
[[Category:Single player]]
[[Category:Single player]]
[[Category:Amstrad CPC]]
[[Category:Apple II]]
[[Category:Atari 8-bit]]
[[Category:Atari 7800]]
[[Category:Commodore 64/128]]
[[Category:MS-DOS]]
[[Category:NES]]
[[Category:Sinclair ZX Spectrum]]

Latest revision as of 22:01, 5 November 2023

Box artwork for Karateka.
Box artwork for Karateka.
Karateka
Developer(s)Jordan Mechner
Publisher(s)Brøderbund Software
Year released1984
System(s)Amstrad CPC, Apple II, Atari ST, Atari 8-bit, Atari 7800, Commodore 64/128, DOS, NES, Sinclair ZX Spectrum
Followed byKarateka (2012)
Designer(s)Jordan Mechner
Genre(s)Action
ModesSingle player
LinksKarateka ChannelSearchSearch
This guide is for the original 1984 game. For the 2012 remake, see Karateka (2012).

Karateka was a ground-breaking game, originally designed in 1984 by Jordan Mechner for the Apple II. Jordan Mechner is also the creator of the well-known title Prince of Persia. Before he took us on an adventure in Persia, he taught us how to fight in Japan. Karateka went above and beyond the average levels of quality that were typically seen in computer games at the time. Fully fleshed out fighting animation, coupled with cinematic cut scenes underscored by a poignant musical backdrop, presented players not only with an experience on par with arcade quality graphics, but a story telling experience that simply could not be captured in an arcade.

Jordan Mechner's masterpiece of a game was supplied to gamers by Brøderbund Software, who eventually ported it to other systems. Programmer Robert Cook was responsible for the converting it to the Atari 8-bit series of computers. It was so popular, it was one of the few American titles brought over to Japan for play on the Famicom. After it was also converted for the Commodore 64 and the IBM, Atari eventually bought the rights to distribute the game on their systems, and distributed the original game on their redesigned XE Game System, as well as the Atari 7800, which is generally considered the worst conversion of the game. A conversion for the Game Boy was released under the title Master Karateka which featured competitive play when utilizing the Link Cable. In 2012 a remake, also called Karateka, was released for several platforms, featuring updated visuals and gameplay.

Story[edit]

High atop a craggy cliff, guarded by an army of fierce warriors stands the fortress of the evil warlord Akuma. Deep in the darkest dungeon of the castle Akuma gloats over his lovely captive, the princess Mariko.

You are one trained in the way of karate: a Karateka. Alone and unarmed, you must defeat Akuma rescue the beautiful Mariko.

Put fear and self-concern behind you. Focus your will on your objective, accepting death as a possibility. This is the way of the Karateka.

Karateka tells the story of a lone martial arts master whole swims across an ocean and scales a cliff to single handedly fight the ruler of the island, along with his entire army, and rescue his true love. He will have to engage in one-on-one combat over and over again as he closes the distance between him and the ruler. Each fight is a fight to the death, and every combatant is stronger than the last. A few traps and attacks from a per bird must also be avoided in order to succeed.

Gameplay[edit]

  • You fight in a series of one on one contests with enemy opponents.
  • You and the enemy can punch and kick at three different heights. Each successful strike removes one hit point from the recipient.
  • The battle is over once one combatant is reduced to zero hit points. The game is over if the player loses one battle.
  • During a fight, if either combatant is not hit for a continuous period of a few seconds, hit points are regenerated.
  • In the outside stage and the first inside stage, the number of combatants that the play must face is a function of how long it takes the player to reach the end of the stage.
  • The player may run. If the player runs into a combatant or bird, he dies instantly.
  • A trap gate must be successfully triggered at the end of the first inside stage or the player will die.

Table of Contents

edit