Super Karate Kid

Complete Super Karate Kid 1.1.4

No permission to download
Project is completed.

mersox

Active member

"Box art" available here: https://bit.ly/2QrvEIZ

This is a remake of the 1987 game "The Karate Kid", which was developed by Atlus and published by LJN for the Nintendo Entertainment System.

Differences include:

*Updated graphics and sound
*Background and foreground are easier to distinguish from each other.
*Updated controls: designated buttons for jumping and special attacks. You won't enter bonus stages by accident anymore.
*Short invincibility period after getting hit. No more getting sandwiched between two enemies.
*New intro and ending sequences
*Features appearance by arch nemesis Johnny Lawrence

Big thanks to O Ilusionista and Bloodbane for the useful scripts!

Bip7MHG.png
u05KELP.png
VhfxruM.png


kTZG4fd.png
4wIykmX.png
duxp1IV.png


VsD0tQg.png
u93eY56.png
JHeql2v.png


YPyqq0M.png
IKTXhYt.png


(Maybe I went overboard with the pics)
 
Thanks guys!

nsw25 said:
wow looks great ! surprised you didn't make any news during development. I will download as soon as I get home and kids are asleep :)

I love Karate kid and the new youtube series also.

Another similar but very bizzare film is no retreat no surrender, has jean Claude Van Damme as bad guy and also has someone playing ghost of Bruce Lee lol. check it out if you ever get the chance

Let me know what you think. I still haven't seen No Retreat No Surrender, I have to follow your suggestion and check it out!
 
Thanks a lot for your fame, i love Karate Kid :)

I have quickly try it, you i think you have make it very hard like on NES ...
I finish the Tournament without loosing any life after dying the first time :p
"Ice block breaker" bonus level is hard, we must push button at the perfect time ... i never release it :p
Finish the stage 2 with all my lives.
And i die in the stage 3 with some hole :(
So bad the game not saving my progress ... i can't continue and i think i will be boring to restart the game so many time to finish it :(

"No fight no Surrender" an excellent fighting film for sure :p

 
Having tried it...

* You should add instructions for the bonus stages. I can't figure out what to do in them.
* Maybe throw in some hidden lives in the stages?
* Players could start with more crane kicks, like 5 or so.
* The game should save more often
* Maybe add more animation to the backgrounds?
 
Miru said:
* You should add instructions for the bonus stages. I can't figure out what to do in them.

Yes i don'y understand the second bonus stage too?

Miru said:
* Maybe throw in some hidden lives in the stages?
* Players could start with more crane kicks, like 5 or so.
* The game should save more often

Yes the game is very hard ... for my part save is maybe enough ...

Miru said:
* Maybe add more animation to the backgrounds?

To make the game more alive ;)
 
Nice work, buddy. I have some feedback to share:

+ What an INCREDIBLE presentation!
- You could add a win pose after those battles, like a simple bow. You don't need to use that workaround anymore, since there is a win animation now.

You are one of the persons I most admire in OpenBOR scene, because your works always like professional works, not fan made. It's impressive! I want to reach that level someday.

And another thing I admire about you is your willingness (and commitment) to learn. I'm glad to help you not to somehow get a ride on your fame but because I believe you and I see that you really strive to learn, read the manual, try to do things, instead of just copying and pasting things from others or complaining about everything, as some people do here.

So you can always really count on me.
Thank you for being a part of the community.

 
I love the original Karate Kid movies! And that YouTube series was really good. I did try the NES game and didn't like it that much but, based on what I've seen on this video, this is a HUGE improvement over the original. You're the man, mersox.
 
darknior said:
Thanks a lot for your fame, i love Karate Kid :)

I have quickly try it, you i think you have make it very hard like on NES ...
I finish the Tournament without loosing any life after dying the first time :p
"Ice block breaker" bonus level is hard, we must push button at the perfect time ... i never release it :p
Finish the stage 2 with all my lives.
And i die in the stage 3 with some hole :(
So bad the game not saving my progress ... i can't continue and i think i will be boring to restart the game so many time to finish it :(

You are right in that I could have explained the bonus stages. I decided against doing it but this is something I should reevaluate for a possible future release. My reasoning was:
- I already have two text screens with instruction and I didn't want to add more
- Maybe figuring out what to do is part of the fun? Especially given the "training" theme.

In any case, this is what you do:
* Ice block break: press attack when the lifebar is full
* Fly catch: catch the flies with the chopsticks!
* Hammer swing: press attack at the right moment to avoid the hammer. Not too early, and not too late. This is the hardest bonus level (I get killed a lot, personally)

But about making the game simpler/giving more lives... aww hell naw :D
Mastering the bonus levels is crucial to get points (which result in lives) and crane kicks (very useful during the last stage)

If the game is too easy then there's no motivation to get into the bonus stages. Plus there's no tension. And without tension, there's no fun.

I understand that sometimes if a game is too hard, some players get frustrated and quit playing before they get better at it. That's OK. I have accepted that fact, and maintain that this game is fair in its difficulty. Take a look at this playthrough that was posted on Youtube (not by me). This player only died once and even that one death was avoidable. The game is tough but fair, in my opinion.


That being said, I do welcome these type on observations because soon the day will come in which a game I release will be just too tough, and I will need the feedback to fix it.

Miru said:
Having tried it...

* You should add instructions for the bonus stages. I can't figure out what to do in them.
* Maybe throw in some hidden lives in the stages?
* Players could start with more crane kicks, like 5 or so.
* The game should save more often
* Maybe add more animation to the backgrounds?

* As I mentioned to darknior, I will look into this
* Naw :D
* Hm...
* Negatory
* This is actually something I didn't add because I was going way overtime on this small project. I had a self imposed deadline of two weeks,. It ended up being three. Intensive weeks. Because I'm off work I had the "luxury" of pulling all-nighters and generally having unhealthy days glued to OpenBOR. NOT recommended. That being said, definitely something to look into if I get the strength to revisit this game.

O Ilusionista said:
Nice work, buddy. I have some feedback to share:

+ What an INCREDIBLE presentation!
- You could add a win pose after those battles, like a simple bow. You don't need to use that workaround anymore, since there is a win animation now.

You are one of the persons I most admire in OpenBOR scene, because your works always like professional works, not fan made. It's impressive! I want to reach that level someday.

And another thing I admire about you is your willingness (and commitment) to learn. I'm glad to help you not to somehow get a ride on your fame but because I believe you and I see that you really strive to learn, read the manual, try to do things, instead of just copying and pasting things from others or complaining about everything, as some people do here.

So you can always really count on me.
Thank you for being a part of the community.

Thanks buddy. I thought about a victory pose but got lazy. I had thought of a simple "arm up" pose like Ryu but your suggestion is way better,

I am still learning to make the games look professional. I don't fully hit the mark but I really appreciate that you have noticed it. A guide I have is that I try that all sprites and backgrounds have matching colors. A shortcut is to take other games as an example and copy their palettes. I mostly use Natsume games for the SNES as an example.

Trying to figure things out myself before asking has no doubt cost me a lot of time - but on the upside it has been a learning opportunity and a way to respect you guy's time.

Thank YOU for all your support, of course you can count on me as well! #bromance



GaBoTiCo said:
I love the original Karate Kid movies! And that YouTube series was really good. I did try the NES game and didn't like it that much but, based on what I've seen on this video, this is a HUGE improvement over the original. You're the man, mersox.

I finished Cobra Kai and it was SO awesome! I had only seen two episodes when I started working on this. The inspiration actually came from the intro animation of the old animated series, no joke! I hope you enjoy the game, my friend. Let me know what you think :)

nedflandeurse said:
Mersox, you actually rox! ^^
I cannot wait to give it a try!

Ned old friend, thank you so much!
 
About hidden lives in the stages, why not? They would be tricky for players to find them, giving them an optional challenge for survival and keeping the game fair.
 
mersox said:
If the game is too easy then there's no motivation to get into the bonus stages. Plus there's no tension. And without tension, there's no fun.

For sure, you are right :)
And now i know we can finish the game in 15 minutes i understand why you don't save the progress ;)
I've think the game take 1 hour to finish and it was impossible to save :p
Thanks a lot
 
I have no idea how to pass the Swinging Hammer bonus stage!  My thought was just to press Up when the hammer comes close, as Daniel does a dodge animation in the action stages with that command.  But it's not working for me.

Also, I'm curious what is the key to triggering a punch vs. kick or a low punch vs. low kick.
 
mersox, you really did a great job on this mod. I really like this better than the NES version of it. Way too difficult that one, but yours is quite fair in difficulty though some enemies are annoying to beat. I like your work, man.

oldmanwinters said:
I have no idea how to pass the Swinging Hammer bonus stage!

Me too, oldmanwinters. I always lose in that stage. I gotta figure out how to avoid it.
 
I think I found an interesting glitch: simultaneously entering a bonus stage door while getting killed.  It happened to me in this spot:

The result is that I never play the bonus stage but lose a life, restart from the bonus door like a checkpoint but with the same amount of life I had before losing the life, and unable to enter the bonus stage door again.

I like the Storm Wind FX code, but it is odd how it will blow Daniel up steps, even high walls:







I think I found a sweet spot on the Chopstick Fly Catch:

The position works pretty good for catching lots of flies at mid-level.

Also, here's the hardest portion to pass, IMO. I lost much life points here leading up to the final Chozen fight before I figured out a strategy:



The high ground is a huge advantage for the green guys that throw the rocks.  I found the best strategy to get them to jump and follow me down the hill, then finding a good opportunity to hit them when vulnerable after a jump or even lead them all the way over to the left so that I can enjoy the advantage of the high ground.

Attacking fighters after they jump proved to be essential to managing the final gauntlet to Chozen.  It's best to dispatch of fighters one-on-one rather than let them gang up.  Eventually, I was able to make it to Chozen with enough life to manage the fight.  Too bad for him he doesn't block the Crane Kicks as well as he did in the movie!



Final word of advice to persistent players: Don't let your guard down after you think you've finally beaten Chozen!

 
Kurisu said:
Wow.
This is impressive. I wonder, would the AVGN like this remake? He reviewed the NES game back in the beginning of his career.

I'd like to know as well.

oldmanwinters said:
I have no idea how to pass the Swinging Hammer bonus stage!  My thought was just to press Up when the hammer comes close, as Daniel does a dodge animation in the action stages with that command.  But it's not working for me.

Also, I'm curious what is the key to triggering a punch vs. kick or a low punch vs. low kick.
Yeah it's confusing. As I mentioned before, press attack at the right moment to avoid the hammer. Not too early, and not too late. The intro sequence gives you an idea.

maxman said:
mersox, you really did a great job on this mod. I really like this better than the NES version of it. Way too difficult that one, but yours is quite fair in difficulty though some enemies are annoying to beat. I like your work, man.
Adam hunter said:
Looks awesome.
Thanks!!!

oldmanwinters said:
I think I found an interesting glitch: simultaneously entering a bonus stage door while getting killed.  It happened to me in this spot:
The result is that I never play the bonus stage but lose a life, restart from the bonus door like a checkpoint but with the same amount of life I had before losing the life, and unable to enter the bonus stage door again.

I know exactly what happened there, but honestly I never thought it would happen. Damn.

oldmanwinters said:
I like the Storm Wind FX code, but it is odd how it will blow Daniel up steps, even high walls:

Yeah.... I'm thinking maybe I could add a check in the code that deactivates itself if the player is making contact with a wall... it sounds quite complex

oldmanwinters said:
I think I found a sweet spot on the Chopstick Fly Catch:
The position works pretty good for catching lots of flies at mid-level.
I though I had fixed that :/

oldmanwinters said:
Also, here's the hardest portion to pass, IMO. I lost much life points here leading up to the final Chozen fight before I figured out a strategy:

Yes it is, mwahahaha. But cool to see that you were able to beat it!
 
Great work my friend!

The old school with a completely renovated look.
It really is a great remastering!
Congratulations!
 
Back
Top Bottom