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@ResetC64 International Karate definitely has it over Exploding Fist, in technical terms. 🤔 Back in the day, Fist was out six months to a year before IK, so there was a time when it was the most amazing thing on the planet. Then there were suddenly more karate games and it was awesome. 😁
hehe. Christ the Redeemer? For an embarrassingly long time I thought that object in the background was a satellite dish pointed to the sky. 😳 Of course, these days, International Karate Ultimate is probably the best way to play this. A few extra backgrounds and stuff can't hurt.
The tape version of IM2 starts you in the first tower, and requires that you explore them in order. The disk version puts you in a random tower, you can attack them in any order you like, and even re-visit completed towers. The nostalgia crack has every trainer you could want. 😁
Those put off by the complex punch-card puzzle in IM1 might be happy here.. the complex is comprised of eight towers, each accessed with a 3-digit door-code, which you search for. Each tower also has a safe, with a audio snippet, allowing access to a central tower once combined.
I mean, it's still an excellent sequel, for sure. But it feels like they had a brainstorm session to think of what to add, but they never revisited it to look at what to take back out. Similarly, there are six robot types now, and the rooms feel a bit cluttered with its 3d style.
In the original game you could snooze the robots and reset lift platforms. This time you have a whole raft of new skills: move special-platforms, bomb (time-based), mine (set-off by robots), and lights (some rooms are dark.) So, yeah.. But IMHO this stuff feel a little bit much..
Reading up on it, it was made outside Epyx, by Novatrade, and published by Epyx. So it's no surprise some of the original feel is gone. The amazing thing is they rebuilt the whole thing from scratch. No IM1 code. So I'm impressed. They really nailed our athletic hero's mechanics.