Chuck Norris Superkicks |
Atari 2600 |
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Review by Al Backiel |
Xonox |
Fighting |
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Graphics: 4 |
Sound: 5 |
Gameplay: 7 |
Overall: 7 |
You are Chuck Norris and you're trying to rescue a famous world leader who is being held captive in an ancient monastery by ninjas. You begin your journey by following a path. When you reach a fork in the road, pick any direction. It doesn't matter which. You will soon be confronted with successive bands of karate experts. You start out as a white belt and progress to the rank of black belt. The game is quite stingy with time, so you can't fool around too much. Each level/opponent requires specific techniques to defeat. No gore - they are just knocked off the screen. There are three offensive moves: thrust kick, punch & superkick. The superkick is a somersault ending in a power kick. This move (my favorite) was pretty advanced for its time. There are two defensive actions as well, both are a last resort since precise timing is needed. The moves (direction + fire button combos) can be confusing until you get familiar with them. This game is fun but it can be frustrating at times. After each encounter you may come to a roadblock (randomly, I think). You then have to turn around and try a different route. Alas, you have to repeat the last screen. When you get nailed by the stars, the enemy count starts all over again. You must keep off the grass (I didn't see any signs!) or you'll eat up the clock. When you finally reach the monastery, things get even tougher because the ninjas can turn invisible. The manual has a "?" under "# to defeat". I swear I must have done away with over a dozen of these guys consecutively before time ran out. I wonder if there is a final screen in which you actually get to see the final rescue? I'd like to hear from any gamers who've managed to finish this entertaining title. |