Claim set · data/claims/karateka-history.yaml

Karateka (history and reception)

Game: Karateka.

Karateka came out for the Apple II in the United States in December 1984. karateka-history/release-apple2

MemoirThe Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 211, entry of 6 December 1984Got the sneak preview of Karateka in the mail. It exists; it's official.The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 211, entry of 13 December 1984Dad and David went into a computer store in New York and asked for Karateka. They were sold out.Computer Entertainer, Vol. 4, No. 4 (July 1985) · p. 5 (image 6), Critically Speaking..Commodore 64-Compatible — the OCR cuts the column's left edge ("the game released In / sember, 1984 'for / ple tt."); the scout read "a conversion of the game released in December, 1984 for Apple II" on the page imagethe game released InChecked by a second AI model, 2026-11-06.

Mechner's journal gives the days he saw the game and heard of it selling out; neither source gives a release day.

Cited by: Karateka

Jordan Mechner made Karateka, and Broderbund published it, with a 1984 copyright. Robert Cook wrote the Atari and Commodore 64 versions; one manual covers the Apple II, the Commodore 64 and the Atari 400, 800 and XL/XE computers. karateka-history/makers

ManualKarateka instruction booklet (Apple II, Broderbund) · PDF p. 1, title — the OCR reads "Iordan" for "Jordan"By Iordan MechnerKarateka instruction booklet (Apple II, Broderbund) · PDF p. 1, title — the OCR reads "8" for "&"Atari 8 Commodore 64 versions by Robert CookKarateka instruction booklet (Apple II, Broderbund) · PDF p. 1, titleInstructions for the Apple II+/IIe/Ilc, Commodore 64 and Atari 400, 800, XL/XE Computers.Karateka instruction booklet (Apple II, Broderbund) · PDF p. 4, limited warranty — the OCR reads "Brgiderbund" for "Brøderbund"Copyright © 1984 Brgiderbund Software, Inc.Revised after a check by a second AI model, 2026-11-06: Copyright locator corrected to PDF p. 4.

Cited by: Karateka

Gene Portwood and Lauren Elliott of Broderbund supplied additional graphics and animation, and Francis Mechner composed the original music for the Atari and Commodore 64 versions with Broderbund's The Music Shop, by Don Williams. karateka-history/credits

ManualKarateka instruction booklet (Apple II, Broderbund) · PDF p. 3, AcknowledgementsAdditional graphics and animation in Karateka were provided by Br¢derbund's Gene Portwood and Lauren Elliott.Karateka instruction booklet (Apple II, Broderbund) · PDF p. 3, AcknowledgementsOriginal music for the Atari and Commodore 64 version was composed by Francis Mechner using Broderbund's The Music Shop” by Don Williams.Checked by a second AI model, 2026-11-06.

Cited by: Karateka

Mechner kept a journal while making Karateka as a Yale student, published in 2012. In August 1982 he worked out a timetable to start in a month and finish before Christmas; he finished the game and sent it off by FedEx on 1 October 1984. In July 1984 he wrote that Gene Portwood, a former Disney animator, had made excellent contributions to the villain and princess scenes. karateka-history/development

MemoirThe Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. iii, IntroductionI was a 17-year-old Yale freshman and avid gamerThe Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 232, About the AuthorCopyright © 2012 Jordan MechnerThe Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 35, entry of 2 August 1982I worked out a timetable for Karateka. I figure I'll start in a monthThe Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 35, entry of 2 August 1982(after finishing Deathbounce) and be done before Christmas break.The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 208, entry of 1 October 1984Finished Karateka, FedExed it out.The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 187, entry of 24 July 1984 (excerpts from a letter to his father and brother)Gene Portwood, the ex-Disney animator, has made some excellent contributions to the villain and princess scenesChecked by a second AI model, 2026-11-06.

The journal is excerpted by Mechner, "otherwise unimproved and untouched by 20/20 hindsight" (p. iii). The 1 October entry doesn't name the recipient; the journal's entries around it are about Broderbund's box art and copy protection.

Cited by: Karateka

Mechner filmed the movements he animated: in December 1983 he decided to film himself running, and the princess running, embracing and fainting and the villain falling, on a Super 8 camera, and in January 1984 he worked on the running shapes with the aid of a borrowed Moviola. The book's third part is titled Rotoscoping. karateka-history/filming

MemoirThe Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · pp. 132-133, entry of 27 December 1983 — the sentence runs over the page break, after the folio 132Wasted two hours this morning videotaping me running. I concluded I'd better film it. (And the princess running, embracing, and fainting, and the villain falling.)The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 133, entry of 27 December 1983I've lined up a color TV and a Super 8 cameraThe Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 141, entry of 21 January 1984Worked most of the day on the running shapes, with the aid of the Moviola I borrowed from George H.The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · Part 3 title pagePart 3: RotoscopingRevised after a check by a second AI model, 2026-11-06: "Worked on the running shapes with the aid of" a Moviola, as the entry says, not "drew".

Cited by: Karateka

Before release, in a July 1984 letter, Mechner wrote that "they especially love it in Japan", and that Gary Carlston of Broderbund said it had the key elements that appeal to the Japanese market, among them a blond hero and heroine. karateka-history/japan-appeal

MemoirThe Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 187, entry of 24 July 1984 (excerpts from a letter to his father and brother)They especially love it in Japan. According to Gary, it's got the key elements that appeal to the Japanese market: sex, violence, and (ironically) a blond hero and heroine. And a "Made in the USA" tag.The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 187, entry of 24 July 1984 — "his" is Doug, who "credits this to the fact that they've been in business a long time"His brother Gary, on the other hand, attributes their health to Lode Runner and ChoplifterThe Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 10a letter from Doug Carlston at BroderbundChecked by a second AI model, 2026-11-06.

The letter doesn't say who "they" are. "Gary" is Gary Carlston: the same letter calls him Doug's brother, and Doug is Doug Carlston of Broderbund.

Cited by: Karateka

The player climbs the cliff beneath the castle of the warlord Akuma, who holds Princess Mariko captive, and must rescue her. The Famicom booklet adds that the hero comes home a karateka to a burnt, empty village. karateka-history/premise

ManualKarateka instruction booklet (Apple II, Broderbund) · PDF p. 2, The GameYou've just made a long, hard climb up the rocky cliff beneath Akuma's castle.Karateka instruction booklet (Apple II, Broderbund) · PDF p. 2, The GameBeyond looms Akuma's palace, where the fair Princess Mariko is being held captive. You must rescue her from the evil Akuma.Karateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 4, storyマリコ姫は君の助けをまつているOur translationPrincess Mariko is waiting for your helpKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 4, story — the OCR reads 焼おれ for 焼かれ村は焼おれ人影もないOur translationthe village has been burnt and there is no one aboutKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 4, storyカラテカになつて戻つて来だOur translation(you) came back having become a karatekaKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 4, story愛するマリコ姫を一刻も早くアクマの城がら助け出して欲しいOur translationrescue your beloved Princess Mariko from Akuma's castle as soon as you canChecked by a second AI model, 2026-11-06.

The scout read on the page image that the booklet has Mariko carried off by the villainous General Akuma (アクマ将軍); the OCR of that sentence is garbled.

Cited by: Karateka

The hero fights his way past Akuma's palace guards. Each guard has different headgear and a different fighting style, and as a rule they get tougher farther into the palace; the Famicom booklet calls the game a right-scrolling real-time adventure and General Akuma, at the end, a strong fighter. karateka-history/guards

ManualKarateka instruction booklet (Apple II, Broderbund) · PDF p. 2, The Gameyour way barred by the first of the palace guardsKarateka instruction booklet (Apple II, Broderbund) · PDF p. 2, The GameEvery guard has a different headgear and fighting style. As a rule, the guards get tougher as you advance into the palace.Karateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 5, 2. KARATEKAの遊び方 — the OCR reads スフロール for スクロール and チャヤー for チャーこのゲームは右方向スフロールのリアルタイムアドベンチャヤーゲームですOur translationThis game is a right-scrolling real-time adventure gameKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 5, 2. KARATEKAの遊び方 — the scout read 手下は先へ進む程、強くなりますし、最後のアクマ将軍はなかなかの強者です on the page image先へ進む程、強なりますし、最後のアフマ和将軍はなかなの強者ですOur translationthe farther you go, the stronger (the henchmen) become, and General Akuma at the end is quite strongChecked by a second AI model, 2026-11-06.

Cited by: Karateka

On the Apple II, Atari and Commodore 64 the hero punches and kicks from a fighting stance: on the Apple one joystick button punches and the other kicks, and on the Atari and Commodore 64 a quick press of the button punches and a slow one kicks. Up and down set the height of the blow, right advances and left retreats, and pushing the joystick up stands him up; from standing, up and to the right runs, and a button bows. The keyboard can be used instead of the joystick. karateka-history/controls-computer

ManualKarateka instruction booklet (Apple II, Broderbund) · PDF p. 1, ControlsPush the joystick up to stand up, and release it to get into a fighting stance.Karateka instruction booklet (Apple II, Broderbund) · PDF p. 1, Punching and Kicking, Advancing and RetreatingOn the Apple, press button #1 to punch and button #0 to kick. On the Atari and the Commodore 64, quickly press the button to punch and slowly press the button to kick.Karateka instruction booklet (Apple II, Broderbund) · PDF p. 1, Punching and Kicking, Advancing and RetreatingMove the joystick up and down to control the height of your punches and kicks. Move it to the right to advance and to the left to retreat.Karateka instruction booklet (Apple II, Broderbund) · PDF p. 2, Running and BowingTo run forward, start from a standing position. Then move the joystick to the upper right.Karateka instruction booklet (Apple II, Broderbund) · PDF p. 2, Running and BowingOn the Apple, press button #1 to bow. On the Atari and Commodore 64, press the button to bow.Karateka instruction booklet (Apple II, Broderbund) · PDF p. 2, Keyboardpunch high/ middle/ lowKarateka instruction booklet (Apple II, Broderbund) · PDF p. 3, Special KeysSelect keyboard control.Revised after a check by a second AI model, 2026-11-06: Locators corrected to PDF pp. 2 and 3.

Cited by: Karateka

A row of arrows at the bottom left counts the hits the hero can still take, one lost per hit, and he dies when the last goes; blue arrows at the bottom right count the opponent's. The supply refills while he avoids being hit. Standing or running, he is open to attack, and one well-aimed blow can kill him. karateka-history/hits

ManualKarateka instruction booklet (Apple II, Broderbund) · PDF p. 2, The GameThe row of arrows across the bottom left of the screen (orange on the Apple, red on the Atari and Commodore 64) tells you how many. Every time you get hit, you lose one arrow. If your last arrow disappears, you die.Karateka instruction booklet (Apple II, Broderbund) · PDF p. 2, The GameThe row of blue arrows across the bottom right of the screen tells you how many arrows your opponent has left. As long as you avoid getting hit, your arrow supply will be replenished.Karateka instruction booklet (Apple II, Broderbund) · PDF p. 2, The GameWatch for danger when you're standing or running. In these positions you're vulnerable to attack —— one well—aimed blow could kill you!Checked by a second AI model, 2026-11-06.

Cited by: Karateka

The Famicom version is for one player. The booklet gives a punch at three heights, high, middle and low, and running by pressing the pad while standing; kicks and punches need the fighting stance. karateka-history/controls-famicom

ManualKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 7, 3. 操作方法 — not in the OCR, which garbles the page's top lines; the scout read it on the page image (booklet p. 5, image 7)このゲームは一人でしか遊べません。Our translationThis game can be played by one person only.Karateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 7, 3. 操作方法気をつけの姿勢のまま押すと走りますOur translationpressed while standing at attention, (the hero) runsKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 8, 3. 操作方法カラテカである君が突きをしますOur translationyou, the karateka, punchKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 8, 3. 操作方法 — the next two lines give the middle (中段) and low (下段) punchを押すと上段突きをしますOur translationpressing (the button) after (a direction) gives a high punchKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 8, 3. 操作方法 — the OCR reads 跳り for 蹴り and 次勢をとちらない for 姿勢をとらない跳り、突きは構えの次勢をとちらないとできませんOur translationkicks and punches can't be done without taking the fighting stanceChecked by a second AI model, 2026-11-06.

The scout read on the page image that the A button kicks and the B button punches; the OCR loses the button names, so this claim doesn't state them.

Cited by: Karateka

On the Famicom a hit-point meter shows stamina, red for the player and blue for the enemy. When the enemy's lamp flashes the player can finish him, and when the player's flashes, he must back off to recover. karateka-history/famicom-meter

ManualKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 9, 4. 画面説明 — the OCR reads 王 for 敵 and でき for ですヒットポイントメーターは、体力の量を表わし、君は赤色、王は青色できOur translationthe hit-point meter shows the amount of stamina; you are red, the enemy blueKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 9, 4. 画面説明敵のヒッツトポイントランプが点滅しだらとどめをさすことができますOur translationwhen the enemy's hit-point lamp flashes, you can finish him offKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 9, 4. 画面説明 — the OCR reads 後衣 for 後退; the sentence ends けません on the next line君のヒビツトポイントランプが点滅したら、後衣して体力の補給をしなければいOur translationwhen your hit-point lamp flashes, you must retreat and recover staminaChecked by a second AI model, 2026-11-06.

Cited by: Karateka

The Famicom booklet warns of traps in the castle, among them a locked door with no key, which the player must work out how to open, and a hawk that appears suddenly after an enemy in the castle falls. The player loses on being beaten by General Akuma or by one of his henchmen. karateka-history/famicom-traps

ManualKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 10, trapsカギのガがつだドアです。もちろんカギはありませんOur translationit is a door with a lock. Of course you have no key.Karateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 10, traps — the OCR reads 癌を借しだ for 敵を倒した; the scout read on the page image that this is the hawk (タカ)城に入つて癌を借しだ後、突然あらわれますOur translationit appears suddenly after you enter the castle and defeat an enemyKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 11, 君が負けてしまう場合アフマ料軍にやられだ時Our translationwhen beaten by General AkumaKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 11, 君が負けてしまう場合アクマ将軍のま下にやられだ時Our translationwhen beaten by General Akuma's henchmenChecked by a second AI model, 2026-11-06.

The scout read two more ways to lose on the page image, a trap and running out of stamina at the sea or a cliff where the hero can't retreat, and a portcullis among the traps; the OCR doesn't carry them.

Cited by: Karateka

The Famicom booklet's cast is the karateka, Princess Mariko, General Akuma, Akuma's henchmen, who come in various types, and Akuma's hawk. karateka-history/famicom-cast

ManualKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 6, 登場キャラクター — the OCR reads に for a separator between KARATE and KAカラテカ (KARATE に KA)Karateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 6, 登場キャラクターマリコ姫Our translationPrincess MarikoKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 6, 登場キャラクターアクマ (AKUMA) 将軍Our translationGeneral AkumaKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 6, 登場キャラクタータカOur translationhawkKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 6, 登場キャラクター — the hawk's caption begins "General Akuma's"; the OCR reads ペット (pet) on the next lineアクマ CAKUMA) 将軍のKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 6, 登場キャラクター — from the henchmen's caption; its heading, アクマ将軍の手下 ("General Akuma's henchmen"), is garbled in the OCR ("アフマ (AKUMA) 将軍の FF") and was read on the rendered page by the auditorいろいろなタイプが出て来てOur translationvarious types appearRevised after a check by a second AI model, 2026-11-06: Added Akuma's henchmen from the booklet's cast page.

Cited by: Karateka

Robert Cook's Commodore 64 version followed the Apple II by months: early in January 1985 Mechner heard it was almost ready, Cook sent a version without its music in February, and he delivered the final disk on 18 April 1985, eight days after Mechner was told it was set for release in two weeks. Computer Entertainer wrote that it took longer than expected because its copy protection had to be made to work with MSD disk drives. karateka-history/c64-port

MemoirThe Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 212, entry of 2 January 1985Robert says the Commodore version is almost ready.The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 215, entry of 5 February 1985Robert sent Commodore Karateka FedEx, without the music and with plenty of minor bugs.The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 223, entry of 10 April 1985Then she mentioned that Commodore Karateka is set for release in two weeks.The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 227, entry of 18 April 1985Robert delivered the final disk of C-64 Karateka.Computer Entertainer, Vol. 4, No. 4 (July 1985) · p. 5 (image 6), Critically Speaking..Commodore 64-Compatible — the OCR cuts the column's left edge; the scout read "(The C64 version took longer than expected because of difficulties in making its copy protection scheme compatible with MSD disk drives.)" on the page imageficulties In making Its y protection scheme inpat ible with MSD kK drives.)Checked by a second AI model, 2026-11-06.

"Robert" is Robert Cook, whom the manual credits with the Commodore 64 version (karateka-history/makers). Neither source gives the day the Commodore 64 version reached stores.

Cited by: Karateka

In the United Kingdom Ariolasoft published the Commodore 64 version, on cassette at £9.95; Computer and Video Games reviewed it in November 1985. karateka-history/release-uk

MagazineComputer and Video Games, issue 49 (November 1985) · p. 20, review• Machine: CBM 64 • Supplier: Ariolasoft • Price: £9.95Zzap!64, issue 11 (March 1986) · scan p. 67, Readers' Top 30 — under "27. ( 24 ) KARATEKA"ARIOLASOFT, £9.95 cassChecked by a second AI model, 2026-11-06.

No source read gives the UK release month.

Cited by: Karateka

A retrospective catalog of Famicom games dates the Famicom version, from Soft Pro, 5 December 1985. karateka-history/release-famicom

Book懐かしファミコン パーフェクトガイド (Perfect Guide of Nostalgic Family Computer) · PDF p. 123, ファミコンソフト完全目録, row 080 — the OCR misreads the title brackets and the publisher; the scout read 080 1985/12/05 『カラテカ』ソフトプロ on the page image0801985/12/05 fカラテカjOur translation080, 1985/12/05, KaratekaChecked by a second AI model, 2026-11-06.

The catalog is an unsigned retrospective that names no source for its dates. No North American NES release has been found: Nintendo of America's list of NES games (nintendo-nes-games) has no Karateka row.

Cited by: Karateka

The Famicom cartridge, SFC-KR, is Soft Pro's: its booklet thanks the buyer for choosing Soft Pro's KARATEKA and gives the address of Soft Pro International, a division of Soft Pro in Osaka, with the game licensed from Broderbund. karateka-history/famicom-publisher

ManualKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 2, openingソフトプロKARATEKAをお買い上げいOur translation(thank you for) buying Soft Pro's KARATEKAKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 12, back coverソフトプロ株式会社・ソフトプロインターナショナル事業部Our translationSoft Pro Co., Ltd., Soft Pro International divisionKarateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 12, back cover〒530 大阪市北区西天満 6-7-2Our translation530 Osaka, Kita-ku, Nishitenma 6-7-2Karateka instruction booklet (Famicom, SFC-KR, Japan) · PDF p. 1, cover — not in the OCR; the scout read it, and the code SFC-KR, on the cover imageLicensed from Broderbund SoftwareChecked by a second AI model, 2026-11-06.

Cited by: Karateka

In June 1986 Computer Entertainer, guessing at which Famicom games the NES might get, listed Karateka and Lode Runner from Broderbund among the American titles available, or soon to be, for the Famicom in Japan. karateka-history/famicom-ce-report

MagazineComputer Entertainer, Vol. 5, No. 3 (June 1986) · p. 13 — the OCR cuts the column's left edge ("Ciputer" is "Computer", "Bderbund" "Broderbund")avilable now or will be soon for the Nintendo Family Ciputer in Japan: KARATEKA and LODERUNNER (Bderbund)Computer Entertainer, Vol. 5, No. 3 (June 1986) · p. 13mht expect to see for the NES hereChecked by a second AI model, 2026-11-06.

Cited by: Karateka

Computer Entertainer's July 1985 review of the Commodore 64 version gave it four stars for graphics and three for play action, out of four, and recommended it, at a suggested $29.95. karateka-history/ce-score

Value
{
 "review": "Computer Entertainer",
 "of": 4,
 "scores": {
  "graphics": 4,
  "play action": 3
 }
}
MagazineComputer Entertainer, Vol. 4, No. 4 (July 1985) · p. 5 (image 6), Critically Speaking..Commodore 64-Compatible — the OCR misreads the stars; the scout and the lead read KARATEKA (★★★★/★★★) on the page image (n5)RATEKA (WAAA/AAMH) from Groderdund ts a conversionComputer Entertainer, Vol. 4, No. 4 (July 1985) · p. 5 (image 6), Critically Speaking..Commodore 64-CompatibleRecommended. (MSR $29.95)Computer Entertainer, Vol. 4, No. 4 (July 1985) · image 3, The Rating SystemFirst set of Sters -- Quality of GraphicsComputer Entertainer, Vol. 4, No. 4 (July 1985) · image 3, The Rating SystemSecond sat of Stars -- Quality of Play ActionComputer Entertainer, Vol. 4, No. 4 (July 1985) · image 3, The Rating System — the OCR reads the four stars as "WwWww"WwWww - EXCELLENTRevised after a check by a second AI model, 2026-11-06: The lead read the stars on the page image (image n5).

The review is unsigned. Its last line says the game was also available for the Apple II.

Cited by: Karateka

Computer Entertainer called the Commodore 64 version visually stunning, praising its authentic karate moves and smooth animation, and missed the karate scream of the Apple II version's killing blows. It warned that players may tire of the repeated kicking and punching after many games. karateka-history/ce-verdict

MagazineComputer Entertainer, Vol. 4, No. 4 (July 1985) · p. 5 (image 6), Critically Speaking..Commodore 64-CompatibleThe game is visually stunningComputer Entertainer, Vol. 4, No. 4 (July 1985) · p. 5 (image 6), Authentic Karate MovesMartial arts fans wlll appreciate the authentic moves of theComputer Entertainer, Vol. 4, No. 4 (July 1985) · p. 5 (image 6), Authentic Karate Movessmoothly animated and placed in beautifully drawn settings.Computer Entertainer, Vol. 4, No. 4 (July 1985) · p. 5 (image 6), Authentic Karate Moves — the OCR cuts the left edge; the sentence goes on "scream that accompanies the killing blows in the original version"we were surprised by the absence of the karateComputer Entertainer, Vol. 4, No. 4 (July 1985) · p. 5 (image 6), Authentic Karate Moves — the sentence ends "after playing the game many times"though players may tire of repeated kicking and punching battlesChecked by a second AI model, 2026-11-06.

Cited by: Karateka

The same review said Computer Entertainer had questioned a blond hero and heroine in a Japanese setting when it reviewed the Apple II version, and that Broderbund had told it this reflected a Japanese preference for blonds in adventure stories. karateka-history/ce-blond

MagazineComputer Entertainer, Vol. 4, No. 4 (July 1985) · p. 5 (image 6), Authentic Karate Moves — the OCR cuts the left edge; the line goes on "heroine in a Japanese setting"we questloned the use of a blond hero andComputer Entertainer, Vol. 4, No. 4 (July 1985) · p. 5 (image 6), Authentic Karate Moves — the next line reads "adventure stories"this reflects a Japanese preference for blonds in theirChecked by a second AI model, 2026-11-06.

The Apple II review the newsletter mentions hasn't been found in a pinned issue.

Cited by: Karateka

Karateka topped Computer Entertainer's Top Ten in July 1985, as an Apple II game. The Apple II version was ninth in its Top Fifteen in December 1985, and the Commodore 64 version 15th in its Top Twenty in April 1986. karateka-history/ce-charts

MagazineComputer Entertainer, Vol. 4, No. 4 (July 1985) · p. 1, The Top Ten — the first line under THE TOP TEN; the scout read "1. Karateka (BRO/AP)" on the page imageKarateka (BRO/AP)Computer Entertainer, Vol. 4, No. 9 (December 1985) · p. 1, The Top Fifteen9. Karateka (Bro/Ap)Computer Entertainer, Vol. 5, No. 1 (April 1986) · p. 1, The Top Twenty15, Karateka (Bro/Co)Computer Entertainer, Vol. 4, No. 9 (December 1985) · p. 1, The Top Fifteen — the footnote reads "Top Fifteen is the result of telephone polls with a selected group of retailers and distributors throughout the country"polls with a selected group of retailersRevised after a check by a second AI model, 2026-11-06: Quoted the charts' telephone-poll footnote; the old note said the pages don't say what they count.

The December 1985 and April 1986 charts say they come from telephone polls of a selected group of retailers and distributors.

Cited by: Karateka

Mechner's journal records the early sales news he was given: a New York store sold out in December 1984 and called Karateka and Print Shop its two big sellers; sales were off to a slow start in January 1985, when Karateka was "number one on First's chart" but Softsel didn't carry it yet; in mid-April 1985 it was 14th on Billboard, and the Apple II version eighth on the Softsel chart; and at the end of April he was told, from Billboard copies that "they" got a couple of weeks in advance, that Karateka was eighth that week and would be sixth the next and number one the week after. karateka-history/us-charts

MemoirThe Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 211, entry of 13 December 1984"Karateka and Print Shop," he said. "Those are the two big sellers."The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 212, entry of 2 January 1985Karateka sales are off to a slow start.The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 212, entry of 6 January 1985Karateka is number one on First's chart, but Softsel doesn't have it yet.The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 226, entry of 17 April 1985#14 on Billboard.The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 227, entry of 18 April 1985Liz told me Apple Karateka is now #8 on the Softsel chart.The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 229, entry of 29 April 1985This week Karateka was number 8; next week it'll be number 6; and the week after that -The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 229, entry of 29 April 1985It seems they get Billboard a couple of weeks in advance.The Making of Karateka: Journals 1982-85 (Jordan Mechner, 2012) · p. 229, entry of 29 April 1985are you sitting down? - - number one.Revised after a check by a second AI model, 2026-11-06: Quoted the journal as written: Billboard #14 with no version, "number one on First's chart", the forecast's number one; dropped "Broderbund".

These are the journal's second-hand reports, not the charts themselves; the Billboard and Softsel charts haven't been read. Mechner notes on 6 January that Softsel accounted for "something like 50% of software sales". The 17 April entry names no version for the Billboard place. The 29 April entry begins "Liz Armstrong called" and doesn't say who "they" are; the forecast places follow the Billboard sentence. The journal doesn't record whether the forecast came true.

Cited by: Karateka

Computer Gaming World's June-July 1985 survey of sports games, by Rick Teverbaugh, listed Karateka for the Apple and Commodore 64 under karate: a karate simulation loosely tied to an adventure theme, whose real joy is the combat, and in which survival depends on recognizing each opponent's strengths and weaknesses. karateka-history/cgw-survey

MagazineComputer Gaming World, vol. 5, no. 3 (June 1985) · p. 16, Sports Games Surveyby Rick TeverbaughComputer Gaming World, vol. 5, no. 3 (June 1985) · p. 17, Sports Games Survey, KarateKarateka; Broderbund; Apple, C-64. This karate simulation is loosely tied to an adventure theme, but the real joy of the game is in the combat.Computer Gaming World, vol. 5, no. 3 (June 1985) · p. 17, Sports Games Survey, KarateKey to survival is recognizing the different strengths and weaknesses of the various opponents.Checked by a second AI model, 2026-11-06.

Cited by: Karateka

Computer and Video Games rated the Commodore 64 version 10 for graphics, 9 for sound, 9 for value and 10 for playability in November 1985. karateka-history/cvg-score

MagazineComputer and Video Games, issue 49 (November 1985) · p. 20, review — the scout read Graphics 10, Sound 9, Value 9, Playability 10 on the page image• Graphics • Sound 10 9 • Value • Playability 9 10Checked by a second AI model, 2026-11-06.

The review's page prints no scale, so the claim carries no score value.

Cited by: Karateka

Computer and Video Games called the Commodore 64 version one of Ariolasoft's best games and graphically brilliant, with slick, smooth scrolling, but thought it probably came too late to challenge The Way of the Exploding Fist on the Commodore. karateka-history/cvg-verdict

MagazineComputer and Video Games, issue 49 (November 1985) · p. 20, reviewWith Karateka , Ariolasoft releases what has to be one of its best games.Computer and Video Games, issue 49 (November 1985) · p. 20, reviewBut Karateka is graphically brilliant. The scrolling is slick and silky smooth.Computer and Video Games, issue 49 (November 1985) · p. 20, reviewThe release of Karateka probably comes to late to challenge the supremacy of The Way of the Exploding Fist on the Commodore.Checked by a second AI model, 2026-11-06.

The review is unsigned.

Cited by: Karateka

The Commodore 64 version was 27th in the readers' Top 30 of Zzap!64 in March and in April 1986, where the chart gives Zzap!'s own rating of it as 80%. karateka-history/zzap-chart

MagazineZzap!64, issue 11 (March 1986) · scan p. 67, Readers' Top 3027. ( 24 ) KARATEKAZzap!64, issue 11 (March 1986) · scan p. 67, Readers' Top 30 — the line under Karateka's entryZZAP! rating 80%Zzap!64, issue 12 (April 1986) · p. 52, Readers' Top 30 chart27 ( 27 ) KARATEKAZzap!64, issue 12 (April 1986) · p. 52, Readers' Top 30 chartZZAP! rating 80%Zzap!64, issue 11 (March 1986) · scan p. 66, voting formZZAP! READERS TOP 30 VOTINGChecked by a second AI model, 2026-11-06.

The chart's bracketed figures (24 in March, 27 in April) aren't explained on the page. Zzap!64's own review, the source of the 80%, hasn't been pinned.

Cited by: Karateka

In November 1986 Computer Entertainer called Epyx's World Karate Championship the best martial arts game for Apple II computers since Karateka, but said the graphic edge still belonged to Karateka, for its clean drawings. karateka-history/ce-later-comparison

MagazineComputer Entertainer, Vol. 5, No. 8 (November 1986) · p. 5game for Apple II computers since Broderbund's "Karateka"Computer Entertainer, Vol. 5, No. 8 (November 1986) · p. 5edge still belongs to "Karateka" with its incredibly clean drawingsChecked by a second AI model, 2026-11-06.

Cited by: Karateka

In June 1987 Computer Entertainer listed Karateka, redesigned for the Atari ST, among Broderbund's new conversions. karateka-history/atari-st

MagazineComputer Entertainer, vol. 6, no. 3 (June 1987) · p. 7, New Conversions and Titles from BroderbundKarateka, redesigned for the Atari ST, featuresComputer Entertainer, vol. 6, no. 3 (June 1987) · p. 7, New Conversions and Titles from Broderbundbnilliant color, resolution, and power.Checked by a second AI model, 2026-11-06.

No source read gives the Atari ST version's release date.

Cited by: Karateka

In June 1987 Computer Entertainer reported that it had been told an Atari 7800 Karateka was in production in Taiwan and should be in stores before the end of that summer. karateka-history/atari-7800

MagazineComputer Entertainer, vol. 6, no. 3 (June 1987) · p. 12, Software for the 7800We were told that One-On-One, Karateka and Choplifter are currently in production in Taiwan so they should be on dealer's shelves before the end of the summer.Checked by a second AI model, 2026-11-06.

Computer Entertainer's availability lists still carried "Karateka (AT)" in July and August 1988; the headings above them weren't read, so the 7800's release date stays open.

Cited by: Karateka

By June 1988 Karateka was in Broderbund's $14.95 value-priced line, with Lode Runner, Airheart, Cauldron and Magnetron. karateka-history/budget-1988

MagazineComputer Entertainer, vol. 7, no. 3 (June 1988) · Budget Line Expansion — the pinned text has no page breaksClassic best-sellers in the Broderbund line are now featured in their valuc-priced $14.95 line. Those titles include Karateka, Lode Runner, Airheart, Cauldron, and MagnetronChecked by a second AI model, 2026-11-06.

Cited by: Karateka