Karateka 2: Difference between revisions

1,377 bytes added ,  5 February 2015
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Karate Man 2 plays the exact same way as the first one. However, there is major tempo changes i the song to throw you off track.
Karate Man 2 plays the exact same way as the first one including the same song as used in the original. However, there are major tempo changes that occur throughout the song to throw the player off track that increase and decrease consistently.
 
{{quote|Let's punch to the rhythm again...But watch for the tempo change! (NP)|Karate Man Description}}
{{Minigame infobox
| Name      = {{PAGENAME}}
| Image    =
| Debut    = Rhythm Tengoku
| Number    = Thirty-Seven
| Previous  = Karate Man 2 (GBA)
| Previous1 = Remix 6
| Next      = Rhythm Epilation 2
| Next1    = Rhythm Epilation 2
}}
 
 
==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.
==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.
 
 


{{Game Navigation}}
{{Game Navigation}}
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