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Game Info
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Developer: Irem
Publisher: Irem
Year of Release: 1988
Game Review & Impressions
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This is the second time I've longplayed Irem's spiritual successor to Kung Fu Master, mainly because I wanted to upload a better quality encoding, but I also wondered if I could figure out the totally baffling collision mechanics the programmers implemented in the end-of-level boss fights.
The game is practically identical in design to Kung Fu Master, with the exception of set of nunchakus you collect to biff opponents. Your tough-as-nails dude must punch, kick and generally subdue all manner of bad guys who pop into existence from the edges of the screen, or from doorways set into the background of the level. Each level climaxes with a fight against an oversized boss which, as any player will discover, are some of the most unsatisfying and frustrating encounters to grace a coin-op.
The reason for frustration is the frequent immunity bosses gain to any of your combat moves. Most games which do this generally signal or telegraph any such immunity via a warm-up animation preceding the state change, conveying to the player that the immunity is coming, but that isn't the case here. Punches and kicks against certain bosses will have absolutely no effect, while others might display a block animation, but in both cases, there's no indication to the player when the boss's invulnerability has warn off.
As far as I can tell, the changes are dictated by how many times you've hit the boss, which generally become invulnerable to avoid the player trivialising the encounter. Exiting invulnerability is somehow linked into getting the boss to attack you, which requires you to avoid the attack, but I think it's also linked to animation cycles.
Whatever the case, I REALLY hate this design choice. It spoils what is an otherwise fun, if rather simple belt-scrolling fighter. The character design, featuring large, bold sprites accentuated by black outlines look great, and duffing up the regular minions can be fun, but the boss fights and their stupid mechanics are just a total turn-off; such a disappointment.
Chapters
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TBC