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Subscribe https://bit.ly/sub-cgs #karateka #retrogames #appleii #karate No Commentary Platform releases: Apple II, Amstrad CPC, Atari 8-bit, Atari 7800, Atari ST, Commodore 64, MS-DOS, NES, ZX Spectrum, MSX, Game Boy, HD remake Windows, PlayStation 3, Xbox 360, iOS More about Karateka (from Wikipedia): Karateka is a 1984 martial arts action game written for the Apple II by Jordan Mechner. It is his first published game and was created while he was attending Yale University. The game was published in North America by Broderbund and in Europe by Ariolasoft. Along with Karate Champ and Yie Ar Kung-Fu (both also released in 1984), Karateka is one of the earliest martial arts fighting games. It was inspired by Japanese culture (Ukiyo-e art, Akira Kurosawa films, and manga comics) and by early Disney animated films and silent pictures. An influential game of its era, it was one of the first to use cinematic storytelling and sound design, and rotoscoped animation. The player controls an unnamed protagonist attempting to rescue his love interest, Princess Mariko, from Akuma's castle fortress. The character walks and runs from left to right through a linear, side-scrolling level, dealing with attackers and obstacles, while moving deeper into the fortress. Each encounter with an enemy is one-on-one, as in a fighting game. Cinematic cuts show Mariko's situation and Akuma's actions before the player reaches them. Karateka was ported to the Amstrad CPC, Atari 8-bit computers, Atari 7800, Atari ST, Commodore 64, MS-DOS, Nintendo Entertainment System, ZX Spectrum, PC-98, MSX, and Game Boy. Mechner led a remake, released in 2012, for Xbox 360, Microsoft Windows, PlayStation 3, and iOS. Development Karateka was developed by Jordan Mechner while he was a student at Yale University as a side project between classes. Having learned computer programming using the Apple II, he had written a clone of Asteroids and a modified version he titled Deathbounce. He submitted Deathbounce to Broderbund. The company declined but sent him a copy of Choplifter, then one of its top-selling games. He recognized from this game that he could pursue original game concepts instead of having to remake existing ones. Mechner focused on a karate-themed game, influenced by the graphic features of Choplifter, his ongoing film studies and film clubs at Yale, and recent karate lessons. He drew inspiration from Japanese Ukiyo-e woodblock print art, and the cinematic works of Akira Kurosawa, early Disney animated films, and silent pictures—which he said "convey such powerful emotion and atmosphere without a word being spoken". Combining cinematic techniques with game elements, he programmed some of the screen wipes from the film Seven Samurai. Mechner reflected that he did not consider the game as a "fighting game", but instead that of "a story-based game where the gameplay mechanic is fighting". Opening hand-drawn storyboards to plot out the course of the game Mechner wanted to create fluid animations within the Apple II's eight-frame-per-second capacity, but this was hampered by the presence of additional on-screen elements, such as one of the palace gates. He found that the computer could not animate and play music (limited to one-note tones) at the same time, forcing him to adapt. To create the animations, he used rotoscoping, hand-drawing cartoons atop frames of film of his karate instructor demonstrating various moves. His father, Francis Mechner, created the soundtrack. Development took about two years, and he submitted the game to Broderbund late in his sophomore year at Yale. Though set in Japan, the hero and heroine have blonde hair. Broderbund said that the blonde-haired character design was influenced by Japanese preferences in manga comics, then commonly featuring blonde-haired protagonists in adventure stories. Ports Mechner believed that Veda Cook's versions for the Commodore 64 and Atari 8-bit computers were the best ports, with some superior features including enabling his father to reorchestrate the music. Ports to the Amstrad CPC and MS-DOS appeared in 1986, to the Atari 7800 in 1987, the Atari ST and PC-98 in 1988, and ZX Spectrum in 1990 (the latter only in Spain). The game was released in Japan for the Famicom in 1985, ported by Soft Pro, and specifying its martial art as Nanto Saishi Ken (南斗再試拳 South Dipper Retry Fist). A Game Boy port was done with the name Master Karateka for Asia and featured changes such as the inclusion of an experience system. Reception The Apple and Commodore versions debuted on the Billboard magazine software sales chart at number two in July 1985. In January 1986, it was awarded a "Gold" certification from the Software Publishers Association for sales above 100,000 units. It is Broderbund's bestselling Commodore game as of late 1987. Sales of Karateka surpassed 500,000 units by 2000. The game received generally favorable reviews from critics.