Karate Arcade Conversions

or

Grasshopper, Snatch these Carts from my Hand, Please!

By
Dave Giarrusso

During their successful reign as one of the premier game designers for the 2600 VCS, Activision never produced one single arcade-converted title. All of their games were fresh, original attempts at creating quality carts that were as exciting to look at as they were to play. Certainly, some of the games were inspired by arcade titles, most notably Steve Cartwright's Megamania, a Space Invaders simulation, and Frostbite, a quasi-Q*Bert clone. At any rate, as the dawn of the age of Atari came to a sad and pathetic end in the early nineties, even Activision turned to the arcade as a source of material. Their three conversions, Kung Fu Master, Double Dragon, and Commando, are, in this author's humble opinion, three of the most poorly converted coin-ops available on the 2600.

What, in the name of sanity, went wrong? Activision's track record, up until that point, had been, shall we say, flawless. Synonymous with flashy graphics and quality games, it seemed that they could do no wrong. Perhaps my favorite game of all time for the 2600 VCS is H.E.R.O., as playable today as it ever was, and even more playable than most of the trash available for today's systems. However, with the release of the aforementioned subjects of this edition of the column, Activision dropped the baton in a big way.

Double Dragon, the popular sequel to Taito's Renegade, expanded on the original gameplay by adding simultaneous two player action. A now all-too familiar plot, the object was to exact revenge on a rival gang of thugs who kidnapped the heroes' woman at the outset. Made available for the 2600 after Nintendo had already entered the game domestically, DD is not only a horrible translation of the coin grabber, but is one of the worst all around games ever designed for the 2600.


Where can one even begin!?! Suffice it to say that control is almost non-existent, sound effects are completely absent, and if this cart is absent from your library, you're probably a better person for it. I will usually give any game a fair chance, playing it over and over until a certain point is reached, but with DD, I don't understand how people can even get past the first round. Am I missing something really important here or what? Hell, I could ace the coin-op on one quarter, blindfolded, with one hand tied behind my back, but I can't even defeat one guy on the Atari version without getting a solid ass kicking! Suggestions anyone? What gives?

Adding insult to injury is the fact the the graphics are about as horrible as they come on the VCS. I can overlook feeble graphics when the concession is necessary to ensure better gameplay, but here, as stated, the gameplay is nowhere to be found. One would think that a hit arcade game, translated to the 2600 by a hit game maker known for its quality carts, would be a sure bet. Wrong! Is this cart an Activision game or a Froggo one?

Kung Fu Master, another long standing arcade favorite, was also ported over to the 2600. When I heard the news that it was destined to arrive on our fave platform of yore, I was pretty excited. KFM on the 2600 intrigued me from the start, because I could visualize the translation working out pretty accurately. While not anywhere nearly as bad as DD (honestly, what could be?) KFM is still beleaguered with problems. It looks all right, down to the score bar and the colors of the lairs, and even the sounds and music are decent. My main complaint, as was the case with DD, is the horrible control.


ˇAye Caramba! Control just doesn't get much worse. One of the most integral play mechanics of KFM was the jumping kick, which not only would down several evildoers in one fell swoop, but was also of great assistance in defeating the mob Bosses. Programmer Dan Kitchen must have never even played the coin-op, because the jumping kick is completely absent! Veteran players used the overlooked kick frequently, especially in the falling basket round and the killer butterfly screen. Remember drop kicking the giant with the shaven head and Mr. X himself? Good, because you can't perform those maneuvers here! So much for getting very far in this one, kiddies!

Both DD and KFM were incredibly popular arcade games, and their influence is still felt to this day. On the 2600 though, both are unequaled disasters that reek of shoddy effort and zero research. Of the two, only KFM is even slightly tolerable, and its novelty quickly wanes after a few attempts at playing it. As much as I'd like to recommend both, I cannot-they are things of unspeakable evil. Half finished games like Sinistar and Xevious (both by Atari) are more enjoyable than either of these two travesties. If you seriously want to play DD or KFM at home, go with the NES KFM, and play DD on the Sega Genesis. Anything else is just furthering the process of death by causing high blood pressure or simple brain atrophy. Have a nice day.


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