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Title: | Chuck Norris Superkicks |
Manufacturer: | Xonox |
Platform: | Colecovision |
Release Date: | 1983 |
Part #: | ? |
Rating: | 1.5 out of 5 |
ESRB Rating: | N/A |
Sometimes you have to wonder about a game concept. Fighting games have created a massive genre and Chuck Norris is all about spin-kicks, but how far from reality can a game go before it should be re-thought? I'll admit I see the allure of becoming Chuck Norris, but this game is pretty bad. If it weren't for Chuck Norris Facts, we'd have to downgrade this game to a 1-ship rating!
Chuck Norris once roundhouse kicked someone so hard his foot broke the speed of light, went back in time and took down Amelia Earhart over the Pacific.
You are Chuck Norris trying to reach an ancient monastery to rescue a famous leader being held hostage. Dangerous warriors lie in waiting to stop you. You'll begin your journey as a White Belt, the first belt in the sport of Karate. By defeating enemies you will score points and learn new martial skills. As you progress, you will earn each of the colored belts associated with the Tang Soo Do style of karate. When you earn the Black Belt you can then enter the monastery to rescue the leader. Beware - it's guarded by the ninja assassins.
This abysmal 2-player game begins with the premise of choices and choosing the correct path. You play as no other than Chuck and must pick which path to teeter down. As the poor control sends you off into the weeks, you will get stuck and realize regardless which path you choose... you must stay ON the path. You will discover your fighting abilities are somewhat crippled as the developer decided upon 1 action button. Achieving different moves involves the joystick and fire button. Often when you want to execute a move, on the fight screen, moving the joystick moves Chuck out of range for the move you wanted to execute.
As you navigate the path, some forks in it will take you to an impasse causing you to go back. You have a finite time to reach your goals. As you reach certain points, Chuck will stop and you'll be taken to a fight screen where the most ridiculous fights ever take place.
As you defeat your enemies you may advance down the series of paths and ou will also get subsequent colored karate belts. Upon getting the black belt, you enter the monastery for a final battle. The characters are so small on the screen that the fighting aspect is nearly pointless.
Really the only interesting facet of this game was it's distribution by Xonox. In today's digital gaming world, it's not uncommon to find compilation discs that let you choose from several titles on one game disc. This idea wasn't as feasible in the early 80's when developers were crippled by memory requirements and constraints. You were lucky to get ONE game on a cartridge.
Xonox had a gimmick they hoped would spur sales. Double-ender carts that could be inserted into a console at either end. Each cart had 2 PCBs, each containing one game. Selecting a different game entailed puling it out and putting the other end into the console. They made several Double Enders for Colecovision. The cart shown is for the Atari 2600, but they made double-ender carts for 2600& Colecovision
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