Software:Karate Champ

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Short description: 1984 video game
Karate Champ
Karate Champ flyer.png
Arcade flyer by Mitsuru Adachi
Developer(s)Technōs Japan
Publisher(s)Data East[1]
Platform(s)Arcade, Apple II, Commodore 64, Nintendo Entertainment System, Famicom Disk System
ReleaseArcade
Apple II/C64
NES
  • NA: December 1986
FDS
  • JP: July 22, 1988
Genre(s)Fighting
Mode(s)Single-player, multiplayer

Karate Champ, known in Japan as Karate Dō (空手道, "The Way of the Empty Hand"), is a fighting game developed by Technōs Japan and released in arcades by Data East in 1984. A variety of moves can be performed using the dual-joystick controls using a best-of-three matches format like later fighting games. The game was commercially successful, especially in the United States where it was the highest-grossing arcade game of 1985 and the best-selling home computer game up until 1989. Karate Champ established and popularized the one-on-one fighting game genre, for which it is considered one of the most influential games of all time.

An updated version that allows two players the option to compete against each other was released in 1984 under the title Karate Champ — Player vs Player (対戦空手道 美少女青春編, Taisen Karate Dō: Bishōjo Seishun Hen, "The Competitive Way of the Empty Hand: Pretty Maiden Edition"), featuring a multiplayer mode and more varied gameplay. It was released for the arcades shortly after the original during the same year, also published by Data East. This version was released internationally as Karate Champ (the original single-player version was exclusive to Japan),[2] and would serve as the basis for the home versions of Karate Champ.

Gameplay

Gameplay of Karate Champ

Using two joysticks, players can execute 24 moves. Gameplay consists of a two dimensional fight between the first karateka wearing a white gi who is controlled by player one and the second karateka wearing a red gi who is controlled by either player two or the CPU, followed by various bonus rounds for the successful player. This pattern repeats itself in the next, more challenging round set against a new background, the first level being a dojo and all following levels taking place at the same tournament stadium.

Unlike most later fighting games, there is no health bar or hit point system. A hit successfully landed ends the round and earns the hitter either one point or half point (along with a numeric score for the top ten, but this has no effect on winning a match). The first to score two points is the winner. If the player loses a battle, the game ends. The game features digitized speech for the judge to call out such phrases as "Half point" or "Full point". The speech is in Japanese in the original version.

Player vs Player

Karate Champ — Player vs Player is distinguished from the initial Karate Champ by the addition of a player versus player mode. It is very similar to the original in the sense that they use the same hardware, improved speech, some new sprites and title screen, and the gameplay mechanics are basically the same.

Player vs Player has the characters fighting it out over girls in twelve different locations around the world (similar to the later SNK's Street Smart). A scene runs as a best out of three rounds competition for one girl. After every competition, the player has a chance to earn bonus points by evading a series of potted plants flying at the player, kicking through a series of boards and stopping a charging bull. The locations of the game are: A harbor, a garden with a view of Mount Fuji, a bamboo forest, on a tree trunk over a chasm, on the stern of a Japanese registered ship, on the side of a road or runway, Holland with windmills, a big city, a North American desert with Indian tipis, a Japanese garden, a dojo, and finally a forest path at night. Afterwards, the game returns to the first scene for a second loop. Completing all 10 scenes again completes the game.

Versions and re-releases

Karate Champ was converted to the Apple II and the Commodore 64 by Berkeley Softworks. Data East began publishing the home versions in the USA on October 12, 1985.[2] The NES version was released in North America in December 1986.[6] Like the home computer versions, the NES conversion was inspired by the Player vs. Player edition of the arcade game, this version was later released in Japan for the Disk System on July 22, 1988, but never made it to the cartridge-based Family Computer. Data East published this version of the game, both in North America and Japan.

An emulation of the arcade version was released by Hamster for the PlayStation 2 as part of its Oretachi Geasen Zoku Sono lineup. Only the original game was included (the Player vs. Player version being ignored from the compilation). The emulated version from Hamster was re-released in 2015 for the PlayStation 4 on the Arcade Archives compilation which, unlike Oretachi Geasen Zoku Sono, was officially distributed outside of Japan.

In 2010, it was released on the iPhone platform by developer Revolutionary Concepts.[7] Although visually identical to the 1984 arcade edition of Karate Champ — Player vs Player, the iPhone version is actually a remake rather than an emulation, as it includes new features such as a difficulty mode as well as the ability for players to compete through a gaming network via Bluetooth or Wi-Fi.[8] The game was also released for the iPad under the title Karate Champ XL, again developed by Revolutionary Concepts. Karate Champ XL is basically the same game as the iPhone's Karate Champ, but with additional attributes over its phone counterpart such as a split-screen option.[9]

The arcade version and the NES version were released in 2018 by Dreamgear LLC under its "My Arcade" brand. The arcade version of Karate Champ is part of a compilation released in the shape of a mini arcade cabinet featuring 34 Data East games.[10] The NES version was released both as a standalone mini arcade cabinet and in a handheld device that includes 300 built-in games.[11][12] In the case of the NES version, the referee's digital voice was removed and the music tracks were replaced. The arcade version is unedited. Since My Arcade's releases are single-player only, the two-player mode was removed from the NES version, and the Karate Champ — Player vs Player edition was not included in the compilation of 34 arcade games.

The NES version returned as part of the "Data East Collection 1" set for the Evercade handheld console.[13] Except for the removal of the Nintendo license on the game's titlescreen, the re-release is identical to the 1986 original with all soundtracks and digital voice intact as well as the two-player mode.

Reception

Arcade

Karate Champ was a commercial blockbuster,[14] selling 10,000 arcade cabinets within two months of release and becoming Data East's best-selling arcade game of all time.[15] In Japan, Game Machine listed Karate Champ on their August 1, 1984 issue as being the second-most-successful table arcade unit of the month,[16] before becoming the top-grossing table arcade cabinet by August 15, 1984.[17] Game Machine also listed Karate Champ — Player vs Player on their November 1, 1984 issue as being the sixth-most-successful table arcade unit of the month.[18]

In North America, it was among the most successful arcade games in 1984,[19] generating significant sales.[20] In the United States, Karate Champ had shipped 30,000 arcade units by April 1985.[21] It was the top-grossing arcade game during Summer 1985,[22] and the fourth-top-grossing upright arcade cabinet on the monthly RePlay charts in November 1985,[23] when each cabinet was selling for about $2,400 and earning an average coin drop revenue of $200 per week.[24] It ended the year as the highest-grossing arcade game of 1985,[25] and the year's highest-grossing game in route/street locations.[26][27] In 1995, Flux magazine ranked the game 91st on their "Top 100 Video Games".[28]

Home computers

On home computers in the United States, Data East's Karate Champ floppy disk received a "Gold Award" from the Software Publishers Association (SPA) in July 1987 for sales above 100,000 units, then a "Platinum Award" for over 250,000 sales in February 1988, and then a "Diamond Award" for sales above 500,000 units in January 1989. It was the first game to receive the "Diamond Award" from the SPA, and it was one of the top two best-selling computer games in the United States (along with Where in the World Is Carmen Sandiego?) up until June 1989.[14][29]

Rick Teverbaugh reviewed the home computer version for Computer Gaming World, stating the game is "fast-paced" and "the graphics are very good" but "my only complaint is that some of the in-match options are counters for a move of your opponent, but there often isn't any time for those reactions".[30] Ahoy! opined that the Commodore 64 version "isn't quite as electrifying as the arcade version, but it's an entertaining action-strategy test". The magazine concluded that "the learning curve is steep, but ... when the joysticks are in the hands of two practiced gamers, it is one of the most exciting games to hit the computer screen in a long time".[31]

Legacy

Karate Champ inspired numerous martial arts games.[14] Its release was followed by a wave of karate and kung fu games attempting to capitalize on its success.[32] It is credited with establishing and popularizing the one-on-one fighting game genre, for which IGN listed it as one of the top ten most influential games of all time.[33] Many of the mainstays in the fighting game genre, such as the best-of-three format, specific control inputs to pull off special moves, and bonus rounds after a specific number of victories, were established by this game. The Player vs Player edition of Karate Champ was also the first fighting game to allow two players to fight each other.[34]

Karate Champ influenced titles such as Konami's Yie Ar Kung-Fu (1985), Beam Software's The Way of the Exploding Fist (1985), and other fighting games.[35][36] John Tobias cited Karate Champ as the primary inspiration for the gameplay of Mortal Kombat (1992).[37]

In 1985, Data East began taking legal action against counterfeit arcade manufacturers, both in Japan and internationally.[21] Data East later brought suit against Epyx alleging copyright infringement for its 1986 game World Karate Championship. The case, Data East USA, Inc. v. Epyx, Inc., went to the Ninth Circuit Court, where it was held that the typical purchaser of the games would not find them substantially similar.[38] Karate Champ was again involved in a later case, Capcom U.S.A. Inc. v. Data East Corp., in Data East's defence over Capcom's allegations of Fighter's History (1993) plagiarizing Street Fighter II (1991).

References

  1. "空手道" (in ja). Agency for Cultural Affairs. https://mediaarts-db.bunka.go.jp/id/M730501. 
  2. 2.0 2.1 2.2 Data East v. Epyx, 862 F. 2d 204, 9 U.S.P.Q.2d (BNA) 1322 (9th Cir. 1988).
  3. Akagi, Masumi (13 October 2006) (in ja). アーケードTVゲームリスト国内•海外編(1971-2005). Japan: Amusement News Agency. pp. 114–5. ISBN 978-4990251215. https://archive.org/details/ArcadeGameList1971-2005/page/n115/mode/2up. 
  4. "Karate Champ/空手道 advert (Japanese, 3rd page from left, bottom)". Game Machine Magazine 1st. July '84. Amusement Press Inc., Osaka, Japan. July 1984. https://archive.org/details/game-machine-magazine-19840701p/page/n3/mode/2up?view=theater. Retrieved 13 October 2022. 
  5. "1985 Index". Computer Entertainer 4 (10): 6. January 1986. http://www.ataricompendium.com/archives/newsletters/video_game_update/computer_entertainer_jan86.pdf#page=6. 
  6. "Computer Entertainer: the Newsletter, January 1987". https://retrocdn.net/File:ComputerEntertainer_US_Vol.5_10.pdf. 
  7. Hodapp, Eli (2010-05-07). "Classic Fighter 'Karate Champ' Gameplay Video Released". http://toucharcade.com/2010/05/07/classic-fighter-karate-champ-gameplay-video-released/. 
  8. "'Karate Champ' Delivers a Roundhouse Kick to the App Store". 20 May 2010. https://toucharcade.com/2010/05/20/karate-champ-delivers-a-roundhouse-kick-to-the-app-store/. 
  9. "[REVIEW Karate Champ XL"]. 15 July 2012. https://www.iphonelife.com/blog/29299/karate-champ-xl-review. 
  10. "MyArcade Data East Classics MiniCade!". http://gamester81.com/myarcade-data-east-classics-minicade/. 
  11. Kuchera, Ben (12 March 2018). "What the My Arcade line of mini arcade cabinets gets right about nostalgia". https://www.polygon.com/2018/3/12/17109454/mini-arcade-machines-amazon-data-east. 
  12. "Data East Classic Titles Making Return Via My Arcade Gaming Deal". 11 January 2018. http://readretro.com/data-east-classic-titles-making-return-via-my-arcade-gaming-deal/. 
  13. "Exclusive: The Evercade Handheld is Getting Earthworm Jim, Clayfigher and Midnight Resistance". 22 May 2019. https://www.nintendolife.com/news/2019/05/exclusive_the_evercade_handheld_is_getting_earthworm_jim_clayfigher_and_midnight_resistance. 
  14. 14.0 14.1 14.2 Worley, Joyce (December 1989). "Mega Hits: The Best of the Best". Video Games & Computer Entertainment (11): 130–132, 137, 138. https://archive.org/details/Video_Games_Computer_Entertainment_Issue_11_December_1989. 
  15. "Data East – 2002 Round Table Interview". 20 December 2021. https://shmuplations.com/dataeast/. 
  16. "Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)". Game Machine (Amusement Press, Inc.) (241): 27. 1 August 1984. https://onitama.tv/gamemachine/pdf/19840801p.pdf#page=14. 
  17. "Best Hit Games 25". Game Machine (Amusement Press, Inc.) (242): 25. 15 August 1984. https://onitama.tv/gamemachine/pdf/19840815p.pdf#page=13. 
  18. "Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)". Game Machine (Amusement Press, Inc.) (247): 31. 1 November 1984. 
  19. "1984—Even Orwell Couldn't Predict How Bad It Was". Play Meter 10 (23): 23–8. December 15, 1984. https://archive.org/details/play-meter-volume-10-number-23-december-15th-1984/Play%20Meter%20-%20Volume%2010%2C%20Number%2023%20-%20December%2015th%201984/page/23. 
  20. Sharpe, Roger C. (December 15, 1984). "1984—Every Which Way But Up". Play Meter 10 (23): 39, 49–51. https://archive.org/details/play-meter-volume-10-number-23-december-15th-1984/Play%20Meter%20-%20Volume%2010%2C%20Number%2023%20-%20December%2015th%201984/page/39. 
  21. 21.0 21.1 "Overseas Readers Column". Game Machine (Amusement Press, Inc.) (259): 22. 1 May 1985. https://onitama.tv/gamemachine/pdf/19850501p.pdf#page=12. 
  22. "Top Stories of '93: Video Violence". RePlay 19 (4): 60. January 1994. https://archive.org/details/re-play-volume-19-issue-no.-4-january-1994/RePlay%20-%20Volume%2019%2C%20Issue%20No.%204%20-%20January%201994/page/60. 
  23. "RePlay: The Players' Choice". RePlay 11 (2): 6. November 1985. https://archive.org/details/re-play-volume-11-issue-no.-2-november-1985-600DPI/RePlay%20-%20Volume%2011%2C%20Issue%20No.%202%20-%20November%201985%20%28Compressed%29/page/6. 
  24. "Data East: Dedicated Videos Make Dollars & Sense for Operators". RePlay 11 (2): 108, 110–1. November 1985. https://archive.org/details/re-play-volume-11-issue-no.-2-november-1985-600DPI/RePlay%20-%20Volume%2011%2C%20Issue%20No.%202%20-%20November%201985/page/108. 
  25. "1985 Operator Survey: This Poll Says Go Gettum!". RePlay 11 (2): 91–102 (94). November 1985. https://archive.org/details/re-play-volume-11-issue-no.-2-november-1985-600DPI/RePlay%20-%20Volume%2011%2C%20Issue%20No.%202%20-%20November%201985/page/94. 
  26. "AMOA Expo '85: Award Winners". RePlay 11 (3): 44. December 1985. https://archive.org/details/re-play-volume-11-issue-no.-3-december-1985-600dpi/RePlay%20-%20Volume%2011%2C%20Issue%20No.%203%20-%20December%201985/page/44. 
  27. "Springsteen Sweeps JB Awards". Cash Box: 39. November 23, 1985. https://worldradiohistory.com/Archive-All-Music/Cash-Box/80s/1985/CB-1985-11-23.pdf#page=39. 
  28. "Top 100 Video Games". Flux (4): 32. April 1995. https://archive.org/details/flux-issue-4/page/n31/mode/2up. 
  29. Petska-Juliussen, Karen; Juliussen, Egil (1990). The Computer Industry Almanac 1990. New York: Brady. pp. 3.10–11. ISBN 978-0-13-154122-1. https://archive.org/details/computerindustry00kare/page/n265/mode/2up. 
  30. Teverbaugh, Rick (April 1986). "Sports Scorecard". Computer Gaming World 1 (27): 41. 
  31. Katz, Arnie (January 1986). "Karate Champ". Ahoy!: pp. 53–54. https://archive.org/stream/Ahoy_Issue_25_1986-01_Ion_International_US#page/n51/mode/2up. 
  32. Carter, Jay (1985-08-24). "The Great Screen Test Of 1985". Cash Box (Cash Box Pub. Co.): 39, 41. https://archive.org/details/cashbox49unse_9/page/39. 
  33. "IGN's Top 10 Most Influential Games". December 10, 2007. http://games.ign.com/articles/840/840621p1.html. 
  34. Toose, Dan (December 1998). "Retrospect: Karate Champ (Vs) Ancient History". Hyper (62): 100. https://archive.org/details/hyper-062/page/100. 
  35. Ryan Geddes & Daemon Hatfield (2007-12-10). "IGN's Top 10 Most Influential Games". http://games.ign.com/articles/840/840621p1.html. 
  36. "Data East and Capcom Settle their Disputes". Electronic Gaming Monthly (Ziff Davis) (66): 68. January 1995. https://retrocdn.net/images/8/8d/EGM_US_066.pdf. "Data East created the one-on-one fighting game genre in the 1980s with Karate Champ ...". 
  37. "John Tobias, Mortal Kombat co-creator | Interview | The Gameological Society" (in en). http://index.html/. 
  38. "Case: Data East v. Epyx (9th Cir. 1988) [C – Patent Arcade"]. http://patentarcade.com/2005/07/case-data-east-v-epyx-9th-cir-1988-c.html. 

External links