Karateka sequel’s unknown genre

September 17th, 2012 1:26 PM
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In February, I shared the news that Jordan Mechner‘s original Apple II game, Karateka, is being relaunched. But as discussed in the September episode of Open Apple, the direction this reimagining is taking could leave traditionalists perplexed.

When an iOS port of the new Karateka was confirmed, Touch Arcade reported this summary of the game:

In this rhythm-fighting game, players assume the role of three Japanese warriors attempting to rescue a kidnapped princess from an evil warlord. Players engage in frenetic one-on-one battles with various enemies, using timed martial arts moves (i.e., punch/kick combos) to stun opponents and drain their health meters. Matches are highlighted by battle cries, colorful light flashes, and slow motion effects; when players’ character is knocked out, a brief cutscene depicts him falling down the side of a mountain.

A rhythm game? One in which players time their input to match the game’s soundtrack — like PaRappa the Rapper?


At the time of PaRappa’s release for the original Sony PlayStation in 1997, I gave it a score of 8.0 out of 10 — not terribly compelling in today’s competitive video game market. But PaRappa has stood the test of time better than I expected, and most gamers who knew this quirky little title look back on it fondly. It’s often considered the first modern rhythm game, a genre that grown in popularity thanks to titles such as Dance Dance Revolution, Guitar Hero, and Elite Beat Agents.

So yes, rhythm games can be fun — but I’m having a hard time envisioning the hero’s ascent of Akuma’s fortress to rescue Princess Mariko as a music-based game. What sparse soundtrack the original Karateka featured was not central to the gameplay experience, so to introduce a core mechanic absent in the series origin strains the continuity of the franchise.

It’s also possible that Touch Arcade was fed inaccurate infomration. We’ll find out when the game is released for Microsoft Xbox 360, Sony PlayStation 3, Nintendo Wii U, and other platforms later this year.

Karateka returns

February 16th, 2012 9:23 AM
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I recently asked why Jordan Mechner’s Prince of Persia has enjoyed more diverse success and adaptation than other Apple II originals. That’s now proven to be a prescient musing, as yesterday Mechner announced on his blog that his debut title, Karateka, will be re-imagined as a new game for Xbox Live Arcade and PlayStation Network later in 2012.

Like PoP, the original Karateka for the Apple II employed rotoscoping to create fluid graphics and animations. Its one-on-one martial arts bouts could be seen as a precursor to games such as Karate Champ and even Street Fighter. Yet despite being such an archetype, the game is being approached for a remake with a very different lineage than the many PoP sequels have been. As Mechner told Gamasutra:

In the 27 years since its release, it’s never had a sequel or an adaptation. And yet it’s stayed in people’s minds all this time. It seems to hold a special place in many gamers’ hearts, as it does in mine. It’s the game that started my career — you can’t get more indie than the Apple II — and its compact design, simple story and pick-up-and-play philosophy made it perfect for a downloadable game.

The new Karateka will not be a sequel but a fuller realization of Mechner’s original characters and plot using modern technology:

The Apple II was a bit limited, in that a game could be acclaimed as a cinematic masterpiece of fluid animation while actually it was struggling to eke out eight frames per second — or even less, if the palace gate happened to be on screen at the same time. The music could only play one note at a time, no chords, and I couldn’t animate the characters and play a note at the same time — given the 1KHz [sic] microprocessor it was one or the other.

So I’m especially excited about what we can do with the graphics and animation and sound in the new Karateka, given the power of today’s consoles … I wanted to take advantage of XBLA and PSN technology to push this game to its production limits, and use graphics, sound and music to really put players into the world of feudal Japan in a way we couldn’t on the Apple II … I’ve tried to make Karateka the way I would have made it in 1984 had the technology been available, and had the Apple II been able to display more than 280×192 pixels and four colors.

But the remake won’t outperform the original in all ways. As Mechner told GameTrailers.com:

“If you turn both the video game console and your large flat-screen TV upside down, the entire game will play upside down,” Mechner joked. “We would have liked to make it do that if you just insert the disk upside down, like the original, but with a downloadable game unfortunately that wasn’t possible. See, 1980s technology was actually superior in some ways.”

The past three years have provided Apple II users with a bounty of opportunities to revisit their favorite classics as never before seen, with affordable downloads and remakes of games such as Choplifter, Lode Runner, and Prince of Persia. My own history with Mechner’s résumé includes more lends itself more to Karateka than PoP, and I’m eager to see how the creative force behind the original will remake such a relatively simple game as Karateka for modern platforms and audiences.

Choplifter HD first impressions

January 12th, 2012 4:45 PM
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Nearly a year ago, I was anticipating a modern re-creation of Choplifter. The game, developed by inXile and published by Konami, is the latest sequel in the franchise created by Dan Gorlin with his original Apple II action game.

Choplifter HD finally saw release this week and is available at a $15 price point for PC, Sony PlayStation 3, and Microsoft Xbox 360. I grabbed the demo of the Xbox version and played it last night on what I presume was an inbuilt timer, completing 6.5 missions in the time allotted to me.

So far, I like what I see. The missions start of familiar: rescue soldiers and bring them back to base. But there are some clever variables, such as wounded soldiers who require medical attention and must be attended to before all others. Later missions require defending a particular point or containing a zombie outbreak.

Choplifter remains 2D, distinguishing itself from the nonlinear Strike series of helicopter games. But there are times when enemies can be in the foreground, and the chopper must be oriented to face the screen in order to shoot them. This cumbersome act balances the newfound control over the minigun, allowing it to be aimed in any direction separate from that in which the helicopter is moving. No more moving forward and fast just to attain a downward trajectory! There’s also a “boost” function for evasive maneuvers, but it burns fuel quickly. Landing back at HQ will restore both your health and fuel; depots scattered throughout the level recover only the latter. Completing objectives earns you better helicopters, but they replace the old ones; there doesn’t appear to be a choice of copters between missions.

I’ve played other games in the Choplifter series but remember the original best, so it was a pleasant surprise to note the excellent graphics and soundtrack in this reboot. The terrain varies from cities to deserts, each bustling with its own kind of activity. When you land, soldiers and hostages don’t just disappear into your vehicle but will actually run around to either side to find an open seat. They shout such corny lines as “It’s good to see you!” whereas a film crew might ask, “Get me out of here quickly — but watch the hair!” This attention to detail is noticeable, as is the game’s quirky humor, reminding you that you’re here to have fun, not reenact a war.

My time for gaming these days is limited, so I don’t know if I’ll be plunking down the $15 for the full game and its 80+ missions. But all other reviews are positive. I encourage retrogamers to check out this cross of old and new and enjoy the best of both worlds.

Classic Prince of Persia on Xbox

July 7th, 2011 6:06 PM
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Plenty of Apple II games are getting sequels and reboots or are serving as inspiration for spiritual successors. But, except maybe on the iPhone, fewer games get outright remakes: one-to-one translations that preserve the gameplay and layout of the original while adding modern graphics and controls.

Prince of Persia is a notable exception, having been recrafted for the Xbox 360 four years ago. Available as a $10 downloadable title, it lets today’s console gamers experience the classic fun of Jordan Mechner‘s best-known game.

Steve Melton’s review (published just last week — a retro review of a modern classic that’s a remake of an original classic? — gives the game a seemingly lukewarm reception, saying that though it’s fun and attractive, it boasts no additional content over the Apple II version and thus is overpriced at $10. I’m a bit biased in the matter, as Melton points out that the game is aimed at folks like me — “those wanting to relive their days sitting in front of a DOS PC” (or Apple II, if you want to be authentic). And true, the game runs on a sixty-minute timer before which it’s game over. But trying to defeat the evil Jaffar before that clock runs out takes much longer than 60 minutes, courtesy the multiple deaths and wrong turns the challenging game will force you to experience.

IGN’s review, also published last month (why all the recent interest in this game?), is a bit friendlier to the game:

The sequel to the original 1989 game, The Shadow and the Flame, was ported to the original Microsoft Xbox, but only as an Easter egg in Prince of Persia: The Sands of Time, the 2003 reboot of the franchise. Perhaps it too will enjoy a renaissance, as LucasArts’ Monkey Island games recently have.

In the meantime, I encourage other retrocomputing enthusiasts to download the free trial, or spring for the full game right off. POP Classic was one of the first games I bought for my Xbox 360 when I got it as a Christmas gift in 2008, and I consider it an investment well-spent.

Apple II invented the Microsoft Kinect

June 13th, 2011 2:50 PM
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The annual Electronic Entertainment Expo, or E3, was held last week in Los Angeles. This convention invites members of the electronic entertainment industry to bear witness to the innovations that will grace home computers and consoles in the coming year.

The Kinect, a peripheral released for the Microsoft Xbox 360 last November, is proving a versatile platform for playing games without any contact or manipulation of a physical controller — “Your body is the controller”, says the advertising. Here’s a recent tech demo from E3:

Although the particular application and technology of Kinect may be new, the concept is not. Thirty years before Microsoft set out to redefine gaming, Tom DeWitt had demonstrated a similar tool, Pantomation:

According to astrosmash, "The mini-computer they talk about in this video is the PDP-8/L, not an Apple II, although the system was later ported to Apple II in the early 80s."

Although Pantomation may not have made it out of the lab and into consumer applications, it’s still a fascinating (and unsurprising!) example of the potential of the Apple II to redefine history.

(Hat tip to timothy)