Karateka 2: Difference between revisions
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|Next = Vegeta-Pull 2 | |Next = Vegeta-Pull 2 | ||
|Next1 = Vegeta-Pull 2 | |Next1 = Vegeta-Pull 2 | ||
|Image = [[File: | |Image = [[File:Karate_Man_GBA.PNG|270px]] | ||
|Name = Karate Man 2 | |Name = Karate Man 2 | ||
|Debut = Rhythm Tengoku | |Debut = Rhythm Tengoku | ||
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{{Game Navigation}} | {{Game Navigation}} | ||
[[Category:Rhythm Games]] | [[Category:Rhythm Games]] | ||
[[Category:Rhythm | [[Category:Rhythm Tengoku Games]] |
Revision as of 10:08, 15 August 2015
Let's punch to the rhythm again... But watch for the tempo change! (No practice.) |
— Karate Man 2 Description
Karate Man 2 plays the exact same way as the first one. However, there are major tempo changes in the song to throw you off track.
Gameplay
The game revolves around Karate Joe punching objects. As objects fly by the character, the player must press A to punch them off-screen. The Nori bar, located on the right, acts as an ability meter of sorts, responding to the player's successes (see below). Unless the meter is at three or more, Karate Joe cannot punch rocks or soccer balls; attempting to do so will be judged as a miss.
Controls
- A = Punch
Hit or Miss
- Hit: Karate Joe will punch the object off-screen. The Nori bar will increase by one.
- Barely (Punching): Karate Joe will wince as the object lands on the ground just in front of him. The Nori bar decreases by one. A barely counts as a miss.
- Barely (Power): If the Nori bar is not high enough, Karate Joe will gasp as the object falls to the ground. His fist will be colored red. A barely counts as a miss.
- Miss: Karate Joe will gasp as the object flies past him. The Nori bar will deplete completely.
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