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Game info

Karate Kid Part II

Karate Kid Part II
Reviewed byndial
The Karate Kid Part II is a fighting game based on the famous 1986 film. It was originally released for the Atari ST in 1986, and an Amiga port was published in 1987. This familiar but well-done production has you playing the part of Daniel-san in a succession of Karate confrontations and skill-testing interludes. Although the two versions look identical, in fact the Amiga version is quite superior as it offers more fighting settings during the game.
You control Daniel Larusso and participate in several one-to-one karate matches against various opponents. Daniel can use a variety of attack moves, including roundhouse kicks, flying kicks, punches and so on, but some moves are more effective than others. Occasionally between fights, the game includes bonus levels played occasionally after fights, in which you control Mr. Miyagi as he tries to catch a fly using chopsticks (on the Atari ST and Amiga version) or Daniel must break blocks of ice by building up enough force via joystick wiggling (found only on the Amiga version). Well, unlike the film, you have no guarantee of success, and instead must fight your way past all these baddies, most of whom are, at least to begin with, far faster and better than you. Note that, the game also includes a two-player option. The real aim of the game is to progress, and this is achieved by reducing your opponents strength to zero in each match.
The game is really playable as long as you master the controls of course, and is an excellent game for its era!

Although the Amiga version is a port from the Atari ST, the game offers 11 different fighting scenes instead of the original's 3, and that is why I'll give it an extra mark on the graphics score. Graphics are nicely done, identical to the original Atari ST version, offering some pretty nice constantly changing Japanese background scenes during gameplay and it is obvious that a great deal of care and attention has been taken over them (I wish Microdeal to redraw the scenes with 32 colors though, which would look even more impressive). Sprites are not quite as big as they could be, but they are so well animated that this can easily be ignored. Also, the Amiga breaking the ice bonus stage isn't in the Atari ST version. While the action is two-dimensional, the body animation is superior, the various kicks and punches are varied and responsive.
The sound is also good, having the original the movie's soundtrack Glory of Love, while there are several nice digitized sound effects accompany each punch or hit during gameplay.
  • Karate Kid Part II
  • Karate Kid Part II
  • Karate Kid Part II
  • Karate Kid Part II
  • Karate Kid Part II
  • Karate Kid Part II
  • Karate Kid Part II
  • Karate Kid Part II
  • Karate Kid Part II
Gameplay sample
Comparable platforms

16 colors
Atari ST

16 colors
Commodore Amiga OCS/ECS
Hardware information

Amiga 500/500+

Amiga 500/500+CPU: Motorola MC68000 7.16 MHz
MEMORY: 512KB of Chip RAM (OCS chipset - A500), 512 KB of Slow RAM or Trapdoor RAM can be added via the trapdoor expansion, up to 8 MB of Fast RAM or a Hard drive can be added via the side expansion slot. The ECS chipset (A500+) offered 1MB on board to 2MB (extended) of Chip RAM.
GRAPHICS: The OCS chipset (Amiga 500) features planar graphics (codename Denise custom chip), with up to 5 bit-planes (4 in hires), allowing 2, 4, 8, 16 and 32 color screens, from a 12bit RGB palette of 4096 colors. Resolutions varied from 320x256 (PAL, non-interlaced, up to 4096 colors) to 640x512 (interlace, up to 4 colors). Two special graphics modes where also included: Extra Half Bright with 64 colors and HAM with all 4096 colors on-screen. The ECS chipset models (Amiga 500+) offered same features but also extra high resolution screens up to 1280x512 pixels (4 colors at once).
SOUND: (Paula) 4 hardware-mixed channels of 8-bit sound at up to 28 kHz. The hardware channels had independent volumes (65 levels) and sampling rates, and mixed down to two fully left and fully right stereo outputs
The Amiga 500/500+ (default) color palette
12bit RGB 4096-colors palette
(32 to 4096 colors on screen)
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