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{{Header Nav|game=Karateka}}
{{Game
|completion=4
|image=Karateka artwork.jpg
|title=Karateka
|developer={{dev|Jordan Mechner}}
|publisher=[[Brøderbund Software]]
|year=1984
|systems={{syslist|cpc|a2|atarist|a8bit|a7800|c64|msdos|nes|zx}}
|designer=Jordan Mechner
|genre=[[Action]]
|modes=[[Single player]]
|followed by=[[Karateka (2012)]]
}}
{{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.


== Introduction ==
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.
This guide covers the [[Apple II]] and [[Nintendo Entertainment System|Famicom]] versions. The Apple II version has prettier graphics (despite the lower resolution), smoother control, and stronger AI. This guide covers both versions, concentrating on the Apple II version.


== Gameplay ==
==Story==
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.
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.


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


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.
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.


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.
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.


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.
==Gameplay==
* 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.


==== Apple II controls ====
{{ToC}}
* Button 1: kick
* Button 2: punch
* Up: assume running stance; let go to assume fighting stance
* Up+Right: run; let go to assume fighting stance


==== Famicom controls ====
[[Category:Brøderbund Software]]
In the Famicom version, your stance will be held after releasing the corresponding button.
[[Category:Action]]
* A: kick
[[Category:Single player]]
* B: punch
* Up: assume running stance
* Down: assume fighting stance
 
== Progression ==
The game is usually considered to have three levels: outside the palace, inside the palace, and the lower level of the palace.
 
{{spoiler}}
 
=== Outside the palace ===
You will first meet a lone guard near a cliff. Do not fall off the cliff! He should be easy enough and will walk right into your moves, so stand close to him and give him a kick as he approaches. Once you beat him, proceed through the gate.
 
This second part is the main part of the level. You stand on one end and guards approach from the other. There are an infinite number of guards; reaching the other end quickly means you will fight fewer of them, and you want to fight as few battles as possible. Assume the running stance and run towards your enemy. The game will cinematically cross-cut between yourself and your enemy every few seconds, but keep running. Stop as soon as you see your enemy's life gauge appear and assume fighting stance. (In the Famicom version, wait until you see your enemy.) You do not want to run into your rival's extended fist! Dispatch the him as you did the first guard, and again assume the running stance. Proceed in this manner until you reach the entrance of the building. You will probably be stopped just as you try to enter. Fight there, again as before, and do not back off too far from the entryway or anonther guard will appear and you must fight again.
 
=== Palace upper level ===
This level proceeds much like the previous one did. The guards here will be smarter. You will also encounter Akuma's bird from time to time. If it touches you in the running stance, you will die, so assume the fighting stance after you hear it squawk. It is very difficult to hit, and if you fail to hit it, it will take a two points of your health. On the Apple II version, it takes about one second for you to throw a punch, so press the punch button when it is about one second's time away. Be sure to use the correct punch.
 
At the end you will encounter a gate. If you try to rush through it, it will slam down upon you and you will be crushed to death. Assume fighting stance and walk up to it as close as you can without getting directly under it. Then quickly ''tap'' forward, then backward, on the joystick or control pad. You will walk under it and jump back. If you do it successfully, the gate will slam down but you will not be hit. As it comes back up, assume running stance and run through it. (This doesn't seem to work well for the Famicom version. As [[User:furrykef|furrykef]] has never passed this obstacle in the Famicom version, the rest of the guide covers the Apple II version. And in the Famicom version, you have to worry about enemies, which are still coming through the gate!)
 
=== Palace lower level ===
You can relax because you have a finite number of enemies now. Battles here might be very long and drawn out. When you come to a closed door, do not run into it or it will hurt you. If this happens, wait a few seconds to regain the health point. Get through the door by breaking it open with a kick. Continue fighting, being very patient, but aggressive when they get too close. You will have to take risks, and if you get in over your head, you can back off and regenerate health -- although your opponent will do the same.
 
You will eventually come to a warrior with a red mask and horns. This will be your final normal opponent. After you defeat him, break open the door, but jump back. You will have to fight Akuma's bird, who will fly into the room. You will have far more health than you ever had before, but this is still perhaps the most difficult battle of the game! As before, failure to hit it will result in the loss of two health points.
 
Fight the bird as you did before: wait until it is about one second away, and use the appropriate punch. That's all there is to it, but it's not so easy until you get the timing down!
 
After that, you will fight Akuma. He's nothing too special: just an ordinary fighter in a fancier outfit. However, he will have ''far'' more health than you, ''and'' he's every bit as fast as you. But if you got this far, you should be able to handle him.
 
=== The end? ===
After defeating Akuma, you may rescue the princess Mariko. Run towards her. If you approach her in fighting stance, she will lower her arms. This is a warning! You don't want to be threatening, and she will kill you if you get too close in fighting stance, one of the most infamous tricks in video game history. Run into her arms and she will embrace you.
[[Category:Guides]]

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

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