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[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/chucknorrissuperkicks_8076.jpg]]

''Chuck Norris: Superkicks'' is an early BeatEmUp, released in 1983 by Creator/{{XONOX}} for the Platform/Atari2600 as part of their "double-ender" series of two-game cartridges. Also released for the Platform/ColecoVision, Platform/VIC20 and Platform/{{Commodore 64}}. After the licensing deal expired, the game was retitled ''Kung Fu Superkicks'' when it was published by [=TeleGames=] USA.

You play Creator/ChuckNorris, on his way to rescue [[TheGhost somebody]] from a monastery in [[{{Wutai}} Japan]]. Chuck has [[TimedMission six minutes]] to get to the monastery. The game begins in a vertically scrolling overworld, with two paths and grass. If you step into the grass, you lose time at a much faster rate. As you walk down either path, you are ambushed by {{Mooks}}, and taken to the fight screen.

In the fight screen, you face three enemies, one at a time, who run back and forth and throw [[StockNinjaWeaponry shuriken]] (throwing stars). If an enemy hits you, he knocks you down, and you become a sitting duck for a shuriken. If a shuriken hits you, you lose time and are sent back to the start of the path. You have three moves: punch, kick, and block. These enemies block the upper part of their body, so you defeat them by kicking. The block can protect you from shuriken.

Having defeated the mooks, you continue on the path. You get to a point where the two paths meet; this is a CheckPoint. You receive a [[AndYourRewardIsClothes new belt]], showing the progress of your training, and another minute. The path once again splits, this time in three. Only one path is correct; the other two are blocked by [[InsurmountableWaistHeightFence fallen trees]]. The correct path is randomly determined, so this is a LuckBasedMission. You'll face another ambush on each path, and this time the enemies block low, so you punch them.

Having made it past mooks and fallen trees, you get to another check point. This time, in addition to your belt and minute, you get a new move, the Somersault Superkick. This move replaces the block, and works against enemies regardless of how they're blocking. Which is good, because enemies are going to start blocking either high or low.

And so it goes until you reach the monastery. Inside, you face a MultiMookMelee of {{Ninja}}s, who start turning [[InvisibleMonsters invisible]], and their shuriken just knock you down. The more of them you defeat, the longer they stay invisible, until poor Chuck can do nothing but wander around a seemingly empty room, taking shuriken from bad guys who appear out of nowhere. The game ends when you run out of time. You never get to rescue whoever it was you were after.

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!!Chuck Norris Superkicks provides examples of:

* ThreeQuartersView: The overworld is a mix of TopDownView gameplay and SideView sprites. The combat screen is an elevated side view.
* AdaptationalBadass: [[DownplayedTrope Downplayed]]. Chuck Norris is certainly a badass in real life, he has ''six'' black belts. However, it's doubtful he could defeat an entire army of ninjas and perform a rescue mission all by himself.
* AndYourRewardIsClothes: You start with the beginner's White Belt, then progress to the Orange, Green, Purple, Brown, and Black Belt.
* BareFistedMonk: Chuck Norris beats his way past dozens of {{Mooks}} without ever wielding a weapon.
* BeatEmUp: A ''very'' simple example, with only three moves.
* BossRoom: The monastery is the final room in the game, and there you meet the "boss", an endless army of mooks.
* CharacterLevel: Two: Punch/Kick/Block (White and Orange belts) and Punch/Kick/Superkick (Green to Black belts).
* CheckPoint: Where the paths come together briefly.
* DownerEnding / NoEnding: Rather than rescuing the hostage, you always lose to a bunch of ninjas right before reaching him.
* EverythingFades: When you hit an enemy, he flies backwards, then disappears.
* ExcusePlot: You're here to rescue somebody, but it doesn't matter, and you can't rescue him anyway. Just beat up as many mooks as you can before time runs out.
* GameOver: The game ends when you run out of time.
* TheGhost: The hostage, referred to in the manual as a "famous leader".
* InescapableAmbush: No matter which path you take, you'll be ambushed and taken to a fight screen.
* Instant180DegreeTurn: Chuck and his enemies all turn around instantly. This can make for some nasty surprises when a mook you're sneaking up on suddenly turns around and throws a shuriken at you.
* InsurmountableWaistHeightFence: Fallen trees block all but one of the branching paths. You'd think an athletic guy like Chuck could climb over a tree, but no.
* InvisibleMonsters: The Ninjas in the monastery gradually become invisible for more and more time, until they only appear to throw a shuriken your way.
* InvisibleWall: The left and right sides of the screen, and the top and bottom of the fighting areas.
* LicensedGame: Of the celebrity variant.
* LuckBasedMission: Two or three paths, only one not blocked by trees, four times.
* {{Mooks}}: Three or more per battle screen, and an endless stream of them in the monastery. The manual gives them various Japanese names: {{Yakuza}}, Dorobo, {{Ronin}}, Tengu, Goemon, and {{Ninja}}.
* MultiMookMelee: The monastery is an endless stream of bad guys.
* PainfullySlowProjectile: Shuriken travel across the screen so slowly that you can easily dodge them.
* PaletteSwap: Different enemies are just the same sprite with different colors.
* PinballScoring: After defeating the first three enemies and gaining the Orange Belt, you have 10,300 points.
* ScoringPoints: The only point of the game, since you can't rescue the hostage.
* StockNinjaWeaponry: One-pixel shuriken, thrown at you by the bad guys. They don't kill you, but they cost you time.
* TimedMission: Six minutes, plus an extra minute for each belt earned, for a total of 11.
* {{Wutai}}: The game is set in the present day in a pastiche of rural Japan.
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