Follow TV Tropes

Following

History VideoGame / Karateka

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

Added: 150

Changed: 285

Is there an issue? Send a MessageReason:
None


[[quoteright:344:https://static.tvtropes.org/pmwiki/pub/images/karateka_fighting_akuma_5811.png]]
[[caption-width-right:344: The game that started [[BeatEmUp it all]]. Note the infamous gate.]]

to:

[[quoteright:344:https://static.%%
%% Image chosen via Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=17044227480.91522500
%% Please don't change or remove without starting a new thread.
%%
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/karateka_fighting_akuma_5811.png]]
[[caption-width-right:344: The game that started [[BeatEmUp it all]]. Note the infamous gate.]]
org/pmwiki/pub/images/a7800_karateka_2.jpg]]
Is there an issue? Send a MessageReason:
None



->[...] Karateka'' for the NES, a nice little game where you have to fight a procession of people wearing increasingly silly hats. Then you get killed by a gate.''
-->'''Creator/StuartAshen''', [[https://www.youtube.com/watch?v=WA3WogFaeFQ "Quickest Game Overs ever? Part 2"]]

to:

\n->[...] Karateka'' ->''"''Karateka'' for the NES, a nice little game where you have to fight a procession of people wearing increasingly silly hats. Then you get killed by a gate.''
-->'''Creator/StuartAshen''',
"''
-->-- '''Creator/StuartAshen''',
[[https://www.youtube.com/watch?v=WA3WogFaeFQ "Quickest Game Overs ever? Part 2"]]






!!Tropes included:

to:

!!Tropes included:
!!''Karateka'' contains examples of:
Is there an issue? Send a MessageReason:
None


A BeatEmUp game originally developed for the UsefulNotes/AppleII system by Jordan Mechner and published by Creator/BroderbundSoftware in 1984. ''Karateka'' puts you in the role of a heroic karate expert who must infiltrate the fortress of Akuma, who has kidnapped the lovely Princess Mariko. To do this, he must initially climb a mountain and get through the bodyguards who hold the entrance. Once inside the fortress, he must fight still more bodyguards and Akuma's eagle and pass the infamous death gate, before fighting Akuma himself.

to:

A BeatEmUp game originally developed for the UsefulNotes/AppleII Platform/AppleII system by Jordan Mechner and published by Creator/BroderbundSoftware in 1984. ''Karateka'' puts you in the role of a heroic karate expert who must infiltrate the fortress of Akuma, who has kidnapped the lovely Princess Mariko. To do this, he must initially climb a mountain and get through the bodyguards who hold the entrance. Once inside the fortress, he must fight still more bodyguards and Akuma's eagle and pass the infamous death gate, before fighting Akuma himself.



Not to be confused with Usefulnotes/Atari2600's ''Karate'' by Ultravision, contemporary to this game and released 2 years before.

to:

Not to be confused with Usefulnotes/Atari2600's Platform/Atari2600's ''Karate'' by Ultravision, contemporary to this game and released 2 years before.



* DamnYouMuscleMemory: The UsefulNotes/Atari7800 port's controls - move the joystick right to kick, left to punch, rather than using the fire buttons that [[http://strategywiki.org/wiki/Karateka/How_to_play most versions use]].

to:

* DamnYouMuscleMemory: The UsefulNotes/Atari7800 Platform/Atari7800 port's controls - move the joystick right to kick, left to punch, rather than using the fire buttons that [[http://strategywiki.org/wiki/Karateka/How_to_play most versions use]].
Is there an issue? Send a MessageReason:
i just went through the making of but i misremembered this part of it oops LOL


* {{Leitmotif}}: The soundtrack, composed by Jordan Mechner's father Francis, was explicitly inspired by Music/RichardWagner and was a key factor in the game's cinematic presentation. There are four main motifs: the Karateka or main theme, the Akuma or evil theme, the Mariko theme, and the sadness theme. The entire soundtrack is built upon variants of these four motifs, suiting the on-screen action.

to:

* {{Leitmotif}}: The soundtrack, composed by Jordan Mechner's father Francis, was explicitly inspired by Music/RichardWagner and was a key factor in the game's cinematic presentation. There are four main motifs: the Karateka or main theme, the Akuma or evil theme, the Mariko danger theme, and the sadness captive princess or Mariko theme. The entire soundtrack is built upon variants of these four motifs, suiting the on-screen action.
Is there an issue? Send a MessageReason:
None


* VideoGameLives: Not in the original or the 2012 remake, where death is permanent, but the 2023 remaster has the option to increase the number of lives

to:

* VideoGameLives: Not in the original or the 2012 remake, original, where death is permanent, but the 2023 remaster has the option to increase the number of liveslives; when you die, your dead body stays where it fell and a new karateka runs in from the side of the screen. The 2012 remake, meanwhile, has you continue as an entirely separate character when you die.
Is there an issue? Send a MessageReason:
None


* GuideDangIt: The infamous second level grate. How to get past it varies between versions. [[spoiler:For instance, on the NES port, you have to stand a running step back, and run so that the grate closes in your face without killing you.]]
* ImprobableHairColor: The karateka and Mariko are both blonde, despite being Japanese. According to Jordan Mechner, he was inspired by how blondes were popular protagonists in manga of the time.

to:

* GuideDangIt: The infamous second level grate.gate. How to get past it varies between versions. [[spoiler:For instance, on the NES port, you have to stand a running step back, and run so that the grate gate closes in your face without killing you.]]
* ImprobableHairColor: ImplausibleHairColor: The karateka and Mariko are both blonde, despite being Japanese. According to Jordan Mechner, he was inspired by how blondes were popular protagonists in manga of the time.

Added: 1368

Changed: 2299

Is there an issue? Send a MessageReason:
None


In 2023, a new re-release by Creator/DigitalEclipse named ''The Making of Karateka'' was released as the first of their "Gold Master Series". This version of the game features both the preserved original with a range of additional quality of life features, alongside a trove of interactive interviews, archive footage, design documents, and even playable development builds. This release also contains both ''Karateka Remastered'', an updated version of the game with graphical updates and restored cut content, and ''Deathbounce: Rebounded'', a twin-stick shooter based on an unreleased prototype for what would eventually become ''Karateka''.

to:

In 2023, a new re-release by Creator/DigitalEclipse named ''The Making of Karateka'' was released as the first of their "Gold Master Series". This version of the game features both the preserved original with a range of additional quality of life features, alongside a trove of interactive interviews, archive footage, design documents, and even playable development builds. This release also contains both ''Karateka Remastered'', an updated version of the game with graphical updates and restored cut content, and ''Deathbounce: Rebounded'', a twin-stick shooter based on an unreleased unproduced prototype for what would eventually become lead to the creation of ''Karateka''.



* ApeShallNeverKillApe: In the remake, just before the second boss you face a monk. If you're also controlling the monk, he's reluctant to fight you, and respectfully concedes and lets you pass when his health is low.
* CutScene: Notable as possibly the first game to ever have them.

to:

* AchievementSystem: The 2023 remaster has a list of tasks for each of the game's three acts.
* ApeShallNeverKillApe: In the 2012 remake, just before the second boss you face a monk. If you're also controlling the monk, he's reluctant to fight you, and respectfully concedes and lets you pass when his health is low.
* CutScene: AutoPilotTutorial: ''The Making of Karateka'' allows you to watch playthroughs of each version of the game. At any time, you can stop playback and start the game exactly where the recording left off.
* {{Cutscene}}:
Notable as possibly one of the first game earliest games to ever have them.include cutscenes to tell a more elaborate story than an ExcusePlot, which gave it an unprecedented cinematic tone, and in turn led to it being marketed as "a playable movie".



* DynamicDifficulty: The remake has this, after a fashion. There are three different playable characters - Mariko's [[FragileSpeedster True Love]], the [[JackOfAllStats Monk]], and the [[MightyGlacier Brute]] -- but you don't get to pick. Instead, you start the game as the True Love. Losing as him causes you to continue at the point where you died as the Monk, who has more health and does more damage. Losing as the Monk causes you to continue as the Brute, who has the same amount of health as the Monk but takes less damage and does much more. Also, you can revive the Brute at the cost of the points you've accumulated.

to:

* DynamicDifficulty: The 2012 remake has this, after a fashion. There are three different playable characters - Mariko's [[FragileSpeedster True Love]], the [[JackOfAllStats Monk]], and the [[MightyGlacier Brute]] -- but you don't get to pick. Instead, you start the game as the True Love. Losing as him causes you to continue at the point where you died as the Monk, who has more health and does more damage. Losing as the Monk causes you to continue as the Brute, who has the same amount of health as the Monk but takes less damage and does much more. Also, you can revive the Brute at the cost of the points you've accumulated.



* EveryoneCallsHimBarkeep: Unlike Mariko and Akuma, the protagonist doesn't have a name, and is instead simply called the karateta. This also applies to the three playable characters in the 2012 remake: the True Love, the Monk, and the Brute.



* GroinAttack: [[spoiler:Mariko does this if you do not run straight at her.]]
* KaizoTrap: [[spoiler:If you approach Mariko in combat stance in the ending, she'll kick you into a NonStandardGameOver. This is averted in the NES version, you can approach her in the combat stance, and she won't kick you.]]

to:

* ImprobableHairColor: The karateka and Mariko are both blonde, despite being Japanese. According to Jordan Mechner, he was inspired by how blondes were popular protagonists in manga of the time.
* GroinAttack: [[spoiler:Mariko does this if you do not run straight at her.approach her in combat stance.]]
* KaizoTrap: [[spoiler:If you approach Mariko in combat stance in the ending, she'll kick you into a NonStandardGameOver. This is averted in the NES version, version; you can approach her in the combat stance, and she won't kick you.]]



* MadeOfIron: The Brute blocks punches with his ''stomach''.

to:

* MadeOfIron: The Brute in the 2012 remake blocks punches with his ''stomach''.



* {{Mooks}}: The protagonist has to face numerous goons before fighting Akuma himself. Said goons are tough in their own right, especially in the remake.

to:

* {{Mooks}}: The protagonist has to face numerous goons before fighting Akuma himself. Said goons are tough in their own right, especially in the 2012 remake.



** In the remake, they're determined by your character -- Mariko ''wants'' to be rescued by her True Love [[GoldenEnding and is overjoyed when he arrives.]] She is fairly accepting of the Monk, who secretly longed for her ever since catching a glimpse of her when she visited his temple. The Brute, however, slings Mariko over his shoulder caveman style, though Mariko doesn't really complain all that much. The game then states that while "Mariko appreciates the Brute's bravery," the player should try again "with a rescuer that will make Mariko even happier."
* MysticalWhiteHair: The original Mariko.
* NoNameGiven: The Protagonist.
* OneTrueLove: In the remake, one of the three playable characters trying to save Mariko is outright called the True Love and is the one she explicitly wants to be rescued by. Playing as him throughout the whole game earns the GoldenEnding where Mariko is happiest.
* OneWordTitle

to:

** In the 2012 remake, they're determined by your character -- Mariko ''wants'' to be rescued by her True Love [[GoldenEnding and is overjoyed when he arrives.]] She is fairly accepting of the Monk, who secretly longed for her ever since catching a glimpse of her when she visited his temple. The Brute, however, slings Mariko over his shoulder caveman style, though Mariko doesn't really complain all that much. The game then states that while "Mariko appreciates the Brute's bravery," the player should try again "with a rescuer that will make Mariko even happier."
* {{Leitmotif}}: The soundtrack, composed by Jordan Mechner's father Francis, was explicitly inspired by Music/RichardWagner and was a key factor in the game's cinematic presentation. There are four main motifs: the Karateka or main theme, the Akuma or evil theme, the Mariko theme, and the sadness theme. The entire soundtrack is built upon variants of these four motifs, suiting the on-screen action.
* MysticalWhiteHair: The original Mariko.
* NoNameGiven: The Protagonist.
design for Mariko, due to the limited color palette, has white hair. She is intended to be a blonde.
* OneTrueLove: In the 2012 remake, one the first of the three playable characters trying to save Mariko is outright called the True Love and is the one she explicitly wants to be rescued by. Playing as him throughout the whole game earns the GoldenEnding where Mariko is happiest.
* OneWordTitleOneWordTitle: Jordan Mechner had called the project ''Karateka'' from the beginning; though he lamented that people kept thinking it was called "Caretaker", he stuck with the name for the final product.



* PointBuildSystem: The Gameboy version gave you points at the start to distribute among [[GlassCannon power,]] [[StoneWall health,]] and [[FragileSpeedster speed,]] plus a couple of them for each completed level.

to:

* PointBuildSystem: The Gameboy Game Boy version gave you points at the start to distribute among [[GlassCannon power,]] [[StoneWall health,]] and [[FragileSpeedster speed,]] plus a couple of them for each completed level.



* {{Rotoscoping}}
* ScoringPoints: In the remake. Points are accumulated by defeating enemies (with a higher reward for less damage or better yet, [[FlawlessVictory no damage at all,]] as well as extra points for bosses), reaching certain checkpoints, reaching certain checkpoints with a particular character, among other things.

to:

* {{Rotoscoping}}
{{Retraux}}: The 2023 remaster retains the original low-res look of the game with more colors and smoother movement. The soundtrack, meanwhile, is upgraded to 16-bit samples similar to early computer sound chips.
* {{Rotoscoping}}: One of the first examples in video games: the incredibly fluid and lifelike character animations were created by tracing over filmed performances by Jordan Mechner's friends and family.
* ScoringPoints: In the 2012 remake. Points are accumulated by defeating enemies (with a higher reward for less damage or better yet, [[FlawlessVictory no damage at all,]] as well as extra points for bosses), reaching certain checkpoints, reaching certain checkpoints with a particular character, among other things.



* SillinessSwitch: The original floppy disk game had 2 slightly different versions of the game on both sides of the disk. If you accidentally stuck the floppy disk in upside down, the game would still load and play... Upside down.
* SoundCodedForYourConvenience: In the remake, you'll hear musical notes right as an enemy attacks you. The number of notes corresponds to how many attacks you will have to block. However, bosses will not have these cues.

to:

* SillinessSwitch: The original floppy disk game had 2 slightly different versions of the game on both sides of the disk. If you accidentally stuck the floppy disk in upside down, the game would still load and play... Upside upside down.
* SoundCodedForYourConvenience: In the 2012 remake, you'll hear musical notes right as an enemy attacks you. The number of notes corresponds to how many attacks you will have to block. However, bosses will not have these cues.


Added DiffLines:

* VideoGameLives: Not in the original or the 2012 remake, where death is permanent, but the 2023 remaster has the option to increase the number of lives
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NoNameGiven: The Protagonist.
Is there an issue? Send a MessageReason:
None


The game employed rotoscoping technology for surprisingly realistic movements, a technique which would be used to similar effect in Mechner's following game, ''VideoGame/{{Prince of Persia|1}}''. It is more well known in modern times as an [[MemeticMutation Internet meme]] featuring the titular hero dancing to Music/MCHammer's "U Can't Touch This".

For the 30th anniversary of the game, Mechner, alongside developer Creator/LiquidEntertainment, [[http://www.karateka.com released a remake,]] now available on Steam and XBLA.

to:

The game employed rotoscoping technology for surprisingly realistic movements, a technique which would be used to similar effect in Mechner's following game, ''VideoGame/{{Prince of Persia|1}}''. It is more well known in modern times as an [[MemeticMutation Internet meme]] featuring the titular hero dancing to Music/MCHammer's "U Can't Touch This".

For
This". In 2012 for the 30th anniversary of the game, Mechner, alongside developer Creator/LiquidEntertainment, [[http://www.karateka.com released a remake,]] now available on for Steam and XBLA.
XBLA.

In 2023, a new re-release by Creator/DigitalEclipse named ''The Making of Karateka'' was released as the first of their "Gold Master Series". This version of the game features both the preserved original with a range of additional quality of life features, alongside a trove of interactive interviews, archive footage, design documents, and even playable development builds. This release also contains both ''Karateka Remastered'', an updated version of the game with graphical updates and restored cut content, and ''Deathbounce: Rebounded'', a twin-stick shooter based on an unreleased prototype for what would eventually become ''Karateka''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

Not to be confused with Usefulnotes/Atari2600's ''Karate'' by Ultravision, contemporary to this game and released 2 years before.
Is there an issue? Send a MessageReason:
None


The game employed rotoscoping technology for surprisingly realistic movements, a technique which would be used to similar effect in Mechner's following game, ''VideoGame/{{Prince of Persia|1}}''. It is more well known in modern times as an [[MemeticMutation Internet meme]] featuring the titular hero dancing to MC Hammer's "U Can't Touch This".

to:

The game employed rotoscoping technology for surprisingly realistic movements, a technique which would be used to similar effect in Mechner's following game, ''VideoGame/{{Prince of Persia|1}}''. It is more well known in modern times as an [[MemeticMutation Internet meme]] featuring the titular hero dancing to MC Hammer's Music/MCHammer's "U Can't Touch This".
Is there an issue? Send a MessageReason:
None


* KaizoTrap: [[spoiler:If you approach Mariko in combat stance in the ending, she'll kick you into a NonStandardGameOver.]]

to:

* KaizoTrap: [[spoiler:If you approach Mariko in combat stance in the ending, she'll kick you into a NonStandardGameOver. This is averted in the NES version, you can approach her in the combat stance, and she won't kick you.]]
Is there an issue? Send a MessageReason:
None


For the 30th anniversary of the game, Mechner, alongside developer Creator/LiquidEntertainment, [[http://www.karateka.com released a remake]], now available on Steam and XBLA.

to:

For the 30th anniversary of the game, Mechner, alongside developer Creator/LiquidEntertainment, [[http://www.karateka.com released a remake]], remake,]] now available on Steam and XBLA.
Is there an issue? Send a MessageReason:
Final Death has been disambiged


* FinalDeath: One life, no continues allowed.
Is there an issue? Send a MessageReason:
None





* DamnYouMuscleMemory: The UsefulNotes/{{Atari 7800}} port's controls - move the joystick right to kick, left to punch, rather than using the fire buttons that [[http://strategywiki.org/wiki/Karateka/How_to_play most versions use]].

to:

* DamnYouMuscleMemory: The UsefulNotes/{{Atari 7800}} UsefulNotes/Atari7800 port's controls - move the joystick right to kick, left to punch, rather than using the fire buttons that [[http://strategywiki.org/wiki/Karateka/How_to_play most versions use]].



* {{Mooks}}: The protagonist has to face numerous goons before fighting Akuma himself.
** EliteMooks: Said goons are tough in their own right, especially in the remake.
* MultipleEndings: Possibly the UrExample for video games. At the end of the game, your character either rescues Mariko or is killed by her, depending on whether or not you're in fighting stance when you approach her.

to:

* {{Mooks}}: The protagonist has to face numerous goons before fighting Akuma himself.
** EliteMooks:
himself. Said goons are tough in their own right, especially in the remake.
* MultipleEndings: MultipleEndings:
**
Possibly the UrExample for video games. At the end of the game, your character either rescues Mariko or is killed by her, depending on whether or not you're in fighting stance when you approach her.
Is there an issue? Send a MessageReason:


* EverythingsBetterWithPrincesses: Mariko is specifically noted to be a princess, which doesn't affect the plot in any way.
Is there an issue? Send a MessageReason:
None


* GuideDangIt: The infamous second level grate. How to get past it varies between versions. [[spoiler:For instance, on the NES, port you have to stand a running step back, and run so that the grate closes in your face without killing you.]]

to:

* GuideDangIt: The infamous second level grate. How to get past it varies between versions. [[spoiler:For instance, on the NES, port NES port, you have to stand a running step back, and run so that the grate closes in your face without killing you.]]
Is there an issue? Send a MessageReason:
None


* ApeShallNeverKillApe: In the remake, just before the second boss you face a monk. If you're controlling the monk, he's reluctant to fight you, and respectfully concedes and lets you pass when his health is low.

to:

* ApeShallNeverKillApe: In the remake, just before the second boss you face a monk. If you're also controlling the monk, he's reluctant to fight you, and respectfully concedes and lets you pass when his health is low.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ApeShallNeverKillApe: In the remake, just before the second boss you face a monk. If you're controlling the monk, he's reluctant to fight you, and respectfully concedes and lets you pass when his health is low.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EpicFail: It's actually possible to die by walking backwards off the cliff ''at the start of the game''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* OneWordTitle

Added: 267

Changed: 1

Is there an issue? Send a MessageReason:
None


** In the remake, they're determined by your character -- Mariko ''wants'' to be rescued by her True Love [[GoldenEnding and is overjoyed when he arrives.]] She is fairly accepting of the Monk, who secretly longed for her ever since catching a glimpse of her, when she visited his temple. The Brute, however, slings Mariko over his shoulder caveman style, though Mariko doesn't really complain all that much. The game then states that while "Mariko appreciates the Brute's bravery," the player should try again "with a rescuer that will make Mariko even happier."

to:

** In the remake, they're determined by your character -- Mariko ''wants'' to be rescued by her True Love [[GoldenEnding and is overjoyed when he arrives.]] She is fairly accepting of the Monk, who secretly longed for her ever since catching a glimpse of her, her when she visited his temple. The Brute, however, slings Mariko over his shoulder caveman style, though Mariko doesn't really complain all that much. The game then states that while "Mariko appreciates the Brute's bravery," the player should try again "with a rescuer that will make Mariko even happier."


Added DiffLines:

* OneTrueLove: In the remake, one of the three playable characters trying to save Mariko is outright called the True Love and is the one she explicitly wants to be rescued by. Playing as him throughout the whole game earns the GoldenEnding where Mariko is happiest.
Is there an issue? Send a MessageReason:
None


* DamselInDistress
* DynamicDifficulty: The remake has this, after a fashion. There are three different playable characters - Mariko's [[FragileSpeedster True Love]], the [[JackOfAllStats Monk]], and the [[MightyGlacier Brute]] -- but you don't get to pick. Instead, you start play as the True Love. Losing as him causes you to continue at the point where you died as the Monk, who has more health and does more damage. Losing as the Monk causes you to continue as the Brute, who has the same amount of health as the Monk but takes less damage and does much more. Also, you can revive the Brute at the cost of the points you've accumulated.
* EverythingsBetterWithPrincesses

to:

* DamselInDistress
DamselInDistress: Princess Mariko, who is held captive by Akuma and whose rescue is the plot of the game.
* DynamicDifficulty: The remake has this, after a fashion. There are three different playable characters - Mariko's [[FragileSpeedster True Love]], the [[JackOfAllStats Monk]], and the [[MightyGlacier Brute]] -- but you don't get to pick. Instead, you start play the game as the True Love. Losing as him causes you to continue at the point where you died as the Monk, who has more health and does more damage. Losing as the Monk causes you to continue as the Brute, who has the same amount of health as the Monk but takes less damage and does much more. Also, you can revive the Brute at the cost of the points you've accumulated.
* EverythingsBetterWithPrincessesEverythingsBetterWithPrincesses: Mariko is specifically noted to be a princess, which doesn't affect the plot in any way.



* MadeOfIron: The Brute blocks punches with his ''stomache''.

to:

* MadeOfIron: The Brute blocks punches with his ''stomache''.''stomach''.



* {{Mooks}}
** EliteMooks

to:

* {{Mooks}}
{{Mooks}}: The protagonist has to face numerous goons before fighting Akuma himself.
** EliteMooksEliteMooks: Said goons are tough in their own right, especially in the remake.



* OpeningScroll

to:

* OpeningScrollOpeningScroll: The game opens with a scrolling screen providing the exposition that Akuma has kidnapped Mariko.



* ShouldersOfDoom

to:

* ShouldersOfDoomShouldersOfDoom: Akuma has these, as do some of his mooks.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TakeItToTheBridge: Several battles take place on a bridge, with enemies falling to their doom upon defeat.

Top