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Karateka

aka: Karate Master, Karateka Classic
Moby ID: 1268
Apple II Specs
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Description official descriptions

The evil Akuma has destroyed the protagonist's homeland, killed many of his friends and kidnapped the princess Mariko. Fortunately, the hero is skilled in martial arts, so his inevitable quest to reach Akuma's palace and rescue Mariko has a chance of success.

Karateka is viewed from the side and features a succession of increasingly difficult opponents. Three types of punches and kicks are available to both the player character and his foes, differentiated by their height (low, medium, and high). The protagonist has a health bar, which refills itself gradually when he stands still.

Spellings

  • カラテカ - Japanese spelling

Groups +

Screenshots

Promos

Credits (Apple II version)

Creator
Additional graphics and animation

Reviews

Critics

Average score: 74% (based on 12 ratings)

Players

Average score: 3.6 out of 5 (based on 131 ratings with 5 reviews)

A classic that demonstrates how well a story can be told with no words.

The Good
The finest aspect of Karateka, and one that hasn't lost anything due to the game's age was how well Jordan Mechner could tell a tale with nothing but visuals and musical cues. There is no dialogue, not even text. Characters merely make gestures and the music plays their mood so wonderfully that one knows what the characters are 'saying' without hearing/seeing a single world. It's brilliant and such an achievement has only been achieved a few times in the history of gaming.

For their time frame, the graphics were well done. Crisp, clean, and effective, they were exceptional for when the game came out.

At the time, the basic concept (running down the hall fighting opponents in a very simplified fighting game style) was enjoyably fresh.

The Bad
The gameplay is very repetitive, as you face off against tone lackey after another with minimal to no difference between emplyess.

The fighting style, an early fighting game type of engagement, lacks finesse or true style. You more times than not wind up just mashing buttons until you connect...often using the same maneuver again and again in rapid succession. Aside from a few surprises (like Akuma's falcons attacking), there's little difference between your opponents or how you fight them.

The difficulty level, mixed with the controls and repetitiveness, might scare away many poeple who will find this game somwhat hard and frustrating.

The Bottom Line
An early side-scrolling fighting/action game, Karateka is a classic in the way it tells its story. The game's simplicity is both its charm and its downfall.

DOS · by Ray Soderlund (3501) · 2000

Kickin' run to the right karate game

The Good
This game is part of that wonderful genre I call the run to the right game. As you run to the right, you will meet and battle various guards, a sinister bird, and the bad dude himself.

Cool music and cut scenes for such an early game. Also, liked the ability to run/walk and bow.

The Bad
If you aren't prepared, you can be killed with a single blow.

Also, remember that you have to be a gentleman to the ladies.

The Bottom Line
Very fun kung-fu game with realistic fighting. Not much of a story, but challenging gameplay. Later fights feel like duels.

DOS · by Terrence Bosky (5397) · 2001

Unforgettable game with pioneering graphics

The Good
This is the first game I can remember playing that actually had lifelike animation. Jordan Mechner gave us a glimpse of what computer animation could be like in this groundbreaking game.

The game places the player in the role of a hero on a quest to save his beloved. Though somewhat cliché, this game successfully made the player feel part of the story as he maneuvered his way deep into the enemy's mountain fortress.

The controls were easy to use and effectively made us of the Apple joystick's two buttons and 8 directions of movement.

Though the Apple II's sound capabilities were unquestionably weak, this game effectively used them to generate surprisingly decent sound effects and music. And finally, the game's conclusion was heroic and satisfying.

The Bad
The only failing of this game was the hardware it was developed for. The Apple II had bizarre colors and weak sound facilities. But this game utilized them to the fullest.

The Bottom Line
A great action/adventure game showcasing pioneering animation techniques and technology.

Apple II · by Frecklefoot (188) · 2007

[ View all 5 player reviews ]

Discussion

Subject By Date
Hercules Incolor support Pix (1172) Apr 11, 2023

Trivia

Akuma

"Akuma'", the name of the evil warlord in Karateka (and many other games featuring a Japanese bad guy), is a Japanese word that roughly means 'devil'.

Akuma Castle

The Akuma Castle that appears at the beginning, seems to be inspired by the "Himeji Castle" that really exists in Japan, near Kyoto. Search on Google or Altavista Image Search for "Himeji Castle" and you'll find pictures of the real castle.

Android and iOS versions

The Android and iOS versions runs on the Apple II GS emulator ActiveGS.

Apple II version

The Apple II version of Karateka came on one single-sided floppy disk. However, by booting Karateka up on the opposite side (Side Two) - the game would still load, but now the game was upside down. A visual gag on the part of someone at Brøderbund most likely.

Atari 7800 version

For the Atari 7800 version of Karateka, the end label on the cartridge was unusual in that it featured square corners instead of the usual rounded corners. This was one of the only (if not the only) games to do so.

Cliff

It is possible to fall off the edge of the cliff in the first scene if you back into it.

Engine

The game's engine would be later used in Prince of Persia.

Text files

Most of Karateka on the PC is made of editable text files. You can modify the game by changing the coordinates in the language files.

Title

"Karateka" means a practitioner of karate.

Hidden text

The Atari 7800 version contains a hidden message at hexadecimal address 0x079D, which reads "MOMMY AND ME ARE ONE". This refers to a 1985 study on subliminal messages by Lloyd Silverman and Joel Weinberger, in which a near-identical phrase was supposedly found to have a positive effect on subjects' self-motivation.

Awards

  • Happy Computer
    • Issue 02/1986 - #10 Best Game in 1985 (Readers' Vote)

Information als contributed by Coltrane, James1, Macintrash, Maw, Michael Palomino, Ray Soderlund and Servo

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Identifiers +

  • MobyGames ID: 1268
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Contributors to this Entry

Game added by rcoltrane.

Commodore 64 added by Quapil. Apple II added by KnockStump. iPhone, Android, Palm OS, Atari 8-bit, ZX Spectrum, iPad added by Kabushi. Amstrad CPC, Atari ST added by Martin Smith. NES added by Bregalad. MSX added by Terok Nor. Atari 7800 added by Servo. PC-98 added by Unicorn Lynx.

Additional contributors: Trixter, Kabushi, Martin Smith, Patrick Bregger, Starbuck the Third, Plok, Rik Hideto, Harmony♡.

Game added April 3, 2000. Last modified November 10, 2024.