Karate Fighter Easy 8 Software Princess Meri has been kidnapped by an evil gang! Unfortunately for them, you are a master of karate. Fight through nin… $0.99 Buy Now Watch Media DetailsPrincess Meri has been kidnapped by an evil gang! Unfortunately for them, you are a master of karate. Fight through nine levels of intense action. "Karate Fighter" is a loving homage to 1970's kung fu movies and classic 1980's arcade beat 'em ups. "Karate Fighter" features story and an endless survival modes. Tangle with grapplers, knife throwers, and their evil bosses. Features: - optional blood splatter - optional background music - multiple control schemes - three levels of difficulty Information Seller:Easy 8 Software Genre:Action, Adventure, Arcade Release:May 03, 2009 Updated:Jun 12, 2017 Version:4.0 Size:24.3 MB TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal mmadden2 Well-Known Member Feb 19, 2009 106 0 0 #2 mmadden2, May 3, 2009 How original! indyraider4 Well-Known Member Feb 8, 2009 658 0 0 #3 indyraider4, May 3, 2009 It looks good. I know the dev is around here somewhere. TideTime Well-Known Member Mar 5, 2009 219 0 0 #4 TideTime, May 3, 2009 Needs more screenshots! Just 1 action shot of the game is hard to tell what variety it could have. theone1007 Well-Known Member Mar 22, 2009 1,943 0 0 USA #5 theone1007, May 3, 2009 You can find more screenshots here. I was never around during the NES times so no clue what this is all about. The controls seem a little awkward to play with but we'll see. Need to see some impressions and whatnot. sjleworthy Well-Known Member Dec 18, 2008 388 0 0 3D & Architectural Artist Cardiff, Wales, UK http://www.sjleworthy.com/ #6 sjleworthy, May 3, 2009 Last edited: May 4, 2009 brilliant. no hesitation in buying. it's a remake of the classic 80's Kung Fu Master coin op - http://www.klov.com/game_detail.php?game_id=8361 i'm loving it to be honest, but a few suggestions to the dev - 1) the control keys are good, but could be closer together and not spread out on the screen as much. 2) an alternative control system would be a nice option too 3) there's a problem with the controls - at the moment you can only press one button at a time. we need to be able to like run and jump and kick simultaneously. or at least be able to walk and kick together. 4) the sound f/x are great, but the original kung-fu master backing track would be the cherry on the cake. great so far, but please say you'll keep tweaking and developing it Stroffolino Well-Known Member Patreon Silver Apr 28, 2009 1,100 8 38 Software Engineer Pennsylvania http://www.northernbytes.ca #7 Stroffolino, May 3, 2009 Unless I get his by a bus, this game will receive substantial updates over the next two months. 1.1 is slated to support alternate control schemes. P.S. This thread's title is wrong - the game in the app store is titled "Karate Fighter." Chumbake Well-Known Member Dec 9, 2008 795 1 16 Central Coast of California #8 Chumbake, May 3, 2009 As soon as I saw the screen shot the soundtrack started playing in my head. Oh the memories! I'll be waiting to see what kind of other control scheme there will be. mmadden2 Well-Known Member Feb 19, 2009 106 0 0 #9 mmadden2, May 3, 2009 at $1 - $5 per classic game, it should only cost around 10 grand to legally put the approx 4000 unique 'mame' games on iphone one remake at a time - ahh the memories. I think I'll call my pop and ask for another handfull of quarters (a big handfull). sjleworthy Well-Known Member Dec 18, 2008 388 0 0 3D & Architectural Artist Cardiff, Wales, UK http://www.sjleworthy.com/ #10 sjleworthy, May 3, 2009 awesome iago Well-Known Member Oct 24, 2008 362 0 16 Long Island, New York #11 iago, May 3, 2009 I bought the game and wanted to love it - I could probably put one of my kids through college with what I dumped in quarters into this game -but I can't yet. I find the controls awkward to use. The graphics and sound effects are there - but until the controls are made less awkward, I'm going to put Funky Punch back on my phone until there's an update. wastedyuthe Well-Known Member Sep 17, 2008 2,367 107 0 Satan's bottom Birmingham, UK, dull corner of the world http://wastedyuthe.wordpress.com/ #12 wastedyuthe, May 3, 2009 Now corrected arta Well-Known Member Feb 14, 2009 6,902 1 36 #13 arta, May 4, 2009 Terrible controls hurt this game. Boardumb Administrator Staff Member Patreon Silver Patreon Gold Apr 14, 2009 8,964 880 113 THE BOSS Sacramento, CA #14 Boardumb, May 4, 2009 Last edited: May 4, 2009 Is this game like Kung Fu on the NES? I think it was called that, where you just had punch and kick and had to make it up like 5 increasingly difficult floors to rescue your girlfriend? Cause if this game is that game, I will surely be buying it if they can update the controls. EDIT: wow I am a dumbass and should have just looked at the first page. Nevermind! Sucks to hear about the controls though. Stroffolino Well-Known Member Patreon Silver Apr 28, 2009 1,100 8 38 Software Engineer Pennsylvania http://www.northernbytes.ca #15 Stroffolino, May 4, 2009 How far were you able to get? As has been mentioned elasewhere, 1.1 will feature virtual dpad and other more conventional control options, but I'n the meantime I'd love to know more about any frustrations with the default control scheme to make sure that the 1.1 update is effective. I have no doubts that the control scheme will take getting used to for some people; I'm sure it's especially frustrating for people like yourself that were familiar with the source material and were hoping to jump right in. But I will say that the default play control is nearly optional once once you become accustomed to it - I can win the expert level one handed with a baby in my other arm, something that would be impossible with a dpad. A number of playtesters initially felt the controls were awkward before something "clicked" and they were able to play effortlessly. Of course they had the advantage of being able to see experienced players in action, something that won't be possible until the demo YouTube videos are posted. For anyone that wants to do well in the 1.0 release, being able to do flying kicks is key, especially against bosses. Tap a diagonal button, release, then immediately tap an attack button and they'll come out every time. The collisions are purposefully forgiving - you can kick as early as possible after jumping. The same goes for recovery after being grabbed - any single button tap will shake grapplers off. Phil Stroffolino Well-Known Member Patreon Silver Apr 28, 2009 1,100 8 38 Software Engineer Pennsylvania http://www.northernbytes.ca #16 Stroffolino, May 7, 2009 YouTube Sample gameplay video from first 6 stages on Expert difficulty, from Karate Fighter 1.0: http://www.youtube.com/watch?v=rPgsnQeeQng iago Well-Known Member Oct 24, 2008 362 0 16 Long Island, New York #17 iago, May 7, 2009 My frustrations stemmed from the fact that I thought that the buttons were actually too spread out - too far apart - for me to get any cohesive feel for the game. I spent too much time checking to see if my fingers were positioned correctly then actually playing the game. If I delve deep into my video arcade memories, I believe that Karate Fighter was one of the first fighting games to use a joystick controllers (two I believe) and had no buttons so it was the combinations of the controllers that allowed you to jump, fight and perform a couple of tricks. I found this button arrangement cumbersome and am hoping that a 1 or 2 d-pad system will improve gameplay. You did nail the graphics and sound perfectly, though. arn Administrator Staff Member Patreon Silver Patreon Gold Apr 19, 2008 2,444 69 48 #18 arn, May 7, 2009 agreed. want to like it. but don't because of the controls. arn Stroffolino Well-Known Member Patreon Silver Apr 28, 2009 1,100 8 38 Software Engineer Pennsylvania http://www.northernbytes.ca #19 Stroffolino, May 9, 2009 Last edited: May 11, 2009 You're probably thinking of "Karate Champ" (Data East), a one-on-one fighting game where each player was controlled by a pair of joysticks. There's no actual arcade game named "Karate Fighter", though it's primary inspiration is Irem's "Kung Fu Master," a game where you used a four directional joystick and two attack buttons (punch and kick). I've been sick this past week, but managed to hook up a set of alternate control schemes that all work with multi-touch. I'm hopeful you'll find one of these more intuitive and less awkward. Are you available to beta test the release before I submit it to Apple? If so, please PM me. I'm eager to move on to more meaningful updates, including new enemies, online leaderboard, and a 'lite' version, but I think it's far more important to make sure that the gameplay is accessible. I feel terrible to hear that some people are struggling with the controls. The YouTube video shows how the game can be played in its current form, but this style of play is clearly not natural for many people. As an aside, I'm thinking to depart from the typical 'lite' paradigm of just offering a subset of the full game, and instead making a true prequal, with training sessions, culminating in the capture of the princess. Take care, Phil Stroffolino Well-Known Member Patreon Silver Apr 28, 2009 1,100 8 38 Software Engineer Pennsylvania http://www.northernbytes.ca #20 Stroffolino, May 11, 2009 let it never be said I don't listen to users Just submitted the 1.1 update to Apple. Changes include: - support for 6 alternate control layouts to supplement the default control overlay; these include variations on d-pads, dedicated buttons, and everything in-between. - graphics enhancements for score, time, level indicator - added additional difficulty-specific text to ending screens Each has its charms/quirks. It'll be interesting to see which layouts folk gravitate towards, and more importantly which control schemes end up being associated with the online leaderboards coming in 1.2. Phil Stroffolino Attached Files: kf-tight.PNG File size: 265.6 KB Views: 2 kf-fatpad.PNG File size: 261.3 KB Views: 1 kf-dpad.PNG File size: 263.8 KB Views: 2 (You must log in or sign up to post here.) Show Ignored Content Page 1 of 4 1 2 3 4 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
You can find more screenshots here. I was never around during the NES times so no clue what this is all about. The controls seem a little awkward to play with but we'll see. Need to see some impressions and whatnot.
brilliant. no hesitation in buying. it's a remake of the classic 80's Kung Fu Master coin op - http://www.klov.com/game_detail.php?game_id=8361 i'm loving it to be honest, but a few suggestions to the dev - 1) the control keys are good, but could be closer together and not spread out on the screen as much. 2) an alternative control system would be a nice option too 3) there's a problem with the controls - at the moment you can only press one button at a time. we need to be able to like run and jump and kick simultaneously. or at least be able to walk and kick together. 4) the sound f/x are great, but the original kung-fu master backing track would be the cherry on the cake. great so far, but please say you'll keep tweaking and developing it
Unless I get his by a bus, this game will receive substantial updates over the next two months. 1.1 is slated to support alternate control schemes. P.S. This thread's title is wrong - the game in the app store is titled "Karate Fighter."
As soon as I saw the screen shot the soundtrack started playing in my head. Oh the memories! I'll be waiting to see what kind of other control scheme there will be.
at $1 - $5 per classic game, it should only cost around 10 grand to legally put the approx 4000 unique 'mame' games on iphone one remake at a time - ahh the memories. I think I'll call my pop and ask for another handfull of quarters (a big handfull).
I bought the game and wanted to love it - I could probably put one of my kids through college with what I dumped in quarters into this game -but I can't yet. I find the controls awkward to use. The graphics and sound effects are there - but until the controls are made less awkward, I'm going to put Funky Punch back on my phone until there's an update.
Is this game like Kung Fu on the NES? I think it was called that, where you just had punch and kick and had to make it up like 5 increasingly difficult floors to rescue your girlfriend? Cause if this game is that game, I will surely be buying it if they can update the controls. EDIT: wow I am a dumbass and should have just looked at the first page. Nevermind! Sucks to hear about the controls though.
How far were you able to get? As has been mentioned elasewhere, 1.1 will feature virtual dpad and other more conventional control options, but I'n the meantime I'd love to know more about any frustrations with the default control scheme to make sure that the 1.1 update is effective. I have no doubts that the control scheme will take getting used to for some people; I'm sure it's especially frustrating for people like yourself that were familiar with the source material and were hoping to jump right in. But I will say that the default play control is nearly optional once once you become accustomed to it - I can win the expert level one handed with a baby in my other arm, something that would be impossible with a dpad. A number of playtesters initially felt the controls were awkward before something "clicked" and they were able to play effortlessly. Of course they had the advantage of being able to see experienced players in action, something that won't be possible until the demo YouTube videos are posted. For anyone that wants to do well in the 1.0 release, being able to do flying kicks is key, especially against bosses. Tap a diagonal button, release, then immediately tap an attack button and they'll come out every time. The collisions are purposefully forgiving - you can kick as early as possible after jumping. The same goes for recovery after being grabbed - any single button tap will shake grapplers off. Phil
YouTube Sample gameplay video from first 6 stages on Expert difficulty, from Karate Fighter 1.0: http://www.youtube.com/watch?v=rPgsnQeeQng
My frustrations stemmed from the fact that I thought that the buttons were actually too spread out - too far apart - for me to get any cohesive feel for the game. I spent too much time checking to see if my fingers were positioned correctly then actually playing the game. If I delve deep into my video arcade memories, I believe that Karate Fighter was one of the first fighting games to use a joystick controllers (two I believe) and had no buttons so it was the combinations of the controllers that allowed you to jump, fight and perform a couple of tricks. I found this button arrangement cumbersome and am hoping that a 1 or 2 d-pad system will improve gameplay. You did nail the graphics and sound perfectly, though.
You're probably thinking of "Karate Champ" (Data East), a one-on-one fighting game where each player was controlled by a pair of joysticks. There's no actual arcade game named "Karate Fighter", though it's primary inspiration is Irem's "Kung Fu Master," a game where you used a four directional joystick and two attack buttons (punch and kick). I've been sick this past week, but managed to hook up a set of alternate control schemes that all work with multi-touch. I'm hopeful you'll find one of these more intuitive and less awkward. Are you available to beta test the release before I submit it to Apple? If so, please PM me. I'm eager to move on to more meaningful updates, including new enemies, online leaderboard, and a 'lite' version, but I think it's far more important to make sure that the gameplay is accessible. I feel terrible to hear that some people are struggling with the controls. The YouTube video shows how the game can be played in its current form, but this style of play is clearly not natural for many people. As an aside, I'm thinking to depart from the typical 'lite' paradigm of just offering a subset of the full game, and instead making a true prequal, with training sessions, culminating in the capture of the princess. Take care, Phil
let it never be said I don't listen to users Just submitted the 1.1 update to Apple. Changes include: - support for 6 alternate control layouts to supplement the default control overlay; these include variations on d-pads, dedicated buttons, and everything in-between. - graphics enhancements for score, time, level indicator - added additional difficulty-specific text to ending screens Each has its charms/quirks. It'll be interesting to see which layouts folk gravitate towards, and more importantly which control schemes end up being associated with the online leaderboards coming in 1.2. Phil Stroffolino