Publisher:
Xonox
Developer:
Xonox
Genre:
Beat-’em-up/Fighting.
1983
(Images
courtesy of MobyGames and 8BitCentral)
SYNOPSIS:
Martial
arts legend, film star, and noted tough guy Chuck Norris got his very own video
game back in the day with Chuck Norris Superkicks, an early entry in the beat-’em-up
genre. You take on the role of the robed one as he attempts to reach an ancient
monastery in order to rescue a famous leader who is being held hostage.
You
begin the game as a white belt, but by defeating attackers, scoring points, and
learning new martial arts skills (such as somersault superkicks and forearm
blocks), you will earn each of the colored belts associated with the "Tang
Soo Do" style of karate. Every time you gain a belt, you get extra time.
In order to reach and enter the monastery, which is guarded by ninja assassins
(masters of karate and camouflage), you must achieve the highest rank of all—black
belt.
Chuck Norris Superkicks consists of seven levels: Path to the Monastery, Attack by
the Rice Fields, Attack in the Foothills, Ambush on the Waterfront, The Village
Attack, The Approach to the Monastery, and Inside the Monastery. You must walk
up pathways from screen to screen, avoiding tall grass along both sides of the
path. The manual instructs you to use your "sixth sense" intuition to
choose the correct route. Impassable barriers such as fallen trees block off
some of the pathways.
Many
times throughout the game, Chuck will stop walking, and the action will switch
to a close-up perspective. This is when you must punch, kick, and otherwise
fight off Yakuza, Dorobo, Tengu, and other warriors, guards, and bandits who
attack from both sides of the screen. After you clear a wave of enemies (some
of which throw stars), you will continue on your way.
REVIEW:
Among
gamers who seek out oddball titles, Chuck
Norris Superkicks is often the subject of ridicule. The reasons for this
are many as the game is replete with unintentional humor. If you walk on the
tall grass, seconds fly off your timer with every step you take. Are the
designers of this game telling me that world-renowned karate expert ChuckNorris is vulnerable to unkempt greenery? Also, the snow-capped mountain peaks
alongside the walkways are tiny in relation to their surroundings. They look
ridiculous.
The
manual suggests that you use your "intuition" when walking up
pathways in order to determine the correct route. This annoying bit of new age
nonsense only means that lady luck plays a role in the game. If you walk up an
obstructed pathway, you must turn around, walk a different direction, and
repeat the same level. It's not a huge ordeal to fight the same fights over
again, but this bit of hooey is annoying and redundant.
On a
more positive note, Chuck Norris
Superkicks is an unusual game for its time and something of a novelty.
Gaining fighting moves as you progress from level to level is a cutting-edge
concept. Especially cool is the somersault superkick. However, the game never
really picks up until you reach the final stage. Up until this point, the
levels are brief and easy to complete.
Once
you reach the monastery, a seemingly endless flow of ninjas come after you. The
more you defeat, the deadlier they become as their camouflaging abilities
increase. It's challenging and even enjoyable to dodge the thrown stars while
trying to punch or kick ninja after ninja—this is the point at which you can
really boost your score. Interestingly, the graphics take a marked leap in
quality as well. The inside of the monastery, with its rich blue hues, wall
dragon and flickering candles, is tastefully and elegantly designed.
The
game has a nice musical intro, and redundant, but competently done music plays
during fight scenes and when you progress from one level to the next. The sound
effects are about average for a third-party ColecoVision title.
Overall,
Chuck Norris Superkicks is an uneven
and sometimes laughable gaming experience. The inclusion of pathways makes the
game a quest of sorts, but the actual walking and avoiding "killer
weeds" is a little dull. In fact, first six levels are less than exciting.
Level seven is fun, though, and the game was clearly ahead of its time in terms
of combat and RPG elements. If you’ve only played the blockier, less detailed Atari 2600 version, or
you’ve never played it at all, the game is worth checking out for its novelty
value.
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