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The Tao of Beat-'em-ups Article

Retro Article by Spanner Spencer

12 February, 2008

Page 1 of 3. Page 2 ->

"Use only that which works, and take it from any place you can find it." - Bruce Lee

There was a palpable sensation of change permeating the arcades and game shelves in 1985. Fighting games, of all varieties, were a proven entity and we waited impatiently for the digital realisation of kung fu cinema and cheeseball action flicks. Once the lull turned into the torrential bone-storm of videogame violence we so desperately anticipated, the industry would never be the same.

Arcades had transformed from family amusement centres into ruthless gladiatorial arenas, while home systems saw an influx of peripherals designed to accommodate the untamed nature of the new fighting gamer. Joysticks boasted superior strength, extra buttons and tactile grips, and games veered tensely away from delicate keyboard controls lest the fury of a fighting game destroy the entire computer.

The genre was blue hot; a pinnacle not only of hard and fast gameplay, but of technical achievement. Rendering the human form onscreen was a hugely significant milestone, and its influence began to spread across the entire gaming sphere. Given leave to experiment in more mature, less socially responsible themes by the fighting genre's public acceptance, shoot-'em-ups adopted a personal, close-quarters approach to destruction while platformers took a hands-on, brutal tactic when dispatching enemies.

Behind the scenes, developers were acutely aware of the gaming public's need for genre expansion, and everyone from cassette-based budget labels to the industry leading coin-op manufacturers forged ahead with a new season of beat-'em-up titles. As it was, this next leg in the race would be won by the company who first helped pioneer fighting games; cross-breeding the one-on-one tournament with the multiple adversaries and unexplored possibilities of the scrolling beat-'em-up.

"I dare not say that I have reached a state of achievement. I'm still learning, for learning is boundless." - Bruce Lee

'The Tao of Beat-'em-ups' Screenshot 1

'In Okinawa, belt mean no need rope to hold up pants' - Mr. Miyagi

The eponymous, treacherous setting for most every scrolling fighter - ambiguously referred to as "The Street" - began with veteran fighting game developer Technos, in its 1986 groundbreaking beat-'em-up hybrid, Nekketsu Kou-ha: Kunio Kun (translating as Kunio: The Hot Blooded Bad Boy). Stripping away the sporting, honourable nature of Karate Champ, the action was turned out onto Tokyo's merciless Street, where gangs felt the raw-knuckled fury of a brother scorned.

Regionalised that same year as Renegade, the small, scrolling levels took the rough pattern of Kung Fu Master's multiple assailants and cultivated it. While the Japanese version focused on schoolyard squabbles, the Western adaptation provided a far more severe premise. A nameless rebel took revenge on the underworld of an entire city for the kidnapping of his girlfriend - remorseless and unquestioning, the Renegade made the criminal class pay. He was one of them, but for a vague moral code, and placing gamers in the shoes of a character more aggressive and sadistic than the enemy was a stroke of industry-changing genius, and the principled gameplay of the tournament fighter was suddenly cast in a pallid, anaemic light.

But until this new concept trickled down the evolutionary ladder and into our homes, the tournament fighter still reigned supreme. In many ways, the home systems carried the torch for the one-on-one fighter longer and further than the arcades ever managed. While Renegade brutalised the coin-ops, Archer MacLean was picking up where Way of the Exploding Fist left off on the domestic market.

'The Tao of Beat-'em-ups' Screenshot 2

Originally test marketed as a sequel to Street Fighter, Final Fight was released in its own right to become a pinnacle of beat-'em-up brilliance.

The C64 fighter was a phenomenal hit and propelled the machine into fighting game history. A degree of controversy courted the game, as Data East attacked System 3 for similarities between Karate Champ and International Karate, but gamers cared nothing for legal blood-sucking - all that was important was the magnificent, slick gameplay and awesome sound at the centre of MacLean's celebrated game. Besides which, there was no home version of Karate Champ worth pointing a joystick at, so no amount of court room solicitation was going to pry the new breed of beat-'em-up fanatic from a game like International Karate. The only alternative litigious developers had was to create new and better games - not squabble over tedious copyright in some oak-panelled old-boy's club.

So while Data East and System 3 wasted time making their lawyers rich, Technos once again delivered an uncompromising back-elbow to the gaming industry in its spiritual successor to Renegade.

"Not failure, but low aim, is the crime. In great attempts it is glorious even to fail." - Bruce Lee

The graphics were a bit cartoony, the hardware a little underpowered, the levels a bit short and maybe it didn't even play all that well, but the breathtaking innovation at the core of Double Dragon made it an instant classic.

The outstanding two-player co-operative gameplay sanctified the scrolling beat-'em-up and ushered in the Golden Age of the fighting game in 1987. The arcades trembled beneath the resonant thud of 10,000 digital punches landing at once, and a torrent of scrolling beat-'em-ups flooded into the neon dojos.

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Comments: 1-14 of 14 in total

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Nylkran
12/02/08 @ 15:54
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Wow cant believe someone else remembers Bad Dudes, it was actually pretty good at the time.
GordonCaladan
12/02/08 @ 16:38
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"Don't you know that my kung fu is the best?"

Excellent series of articles, thanks!
gallow
12/02/08 @ 16:42
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I have really enjoyed these articles. Roll on part 3.

Scrolling beat'em ups are my favourite genre of arcade game with Aliens Vs Predator being the my favourite.

I once clocked the score on Target: Renegade back round to zero on my humble old +3 but I played it the other month and couldn't even get passed the first level without losing all of my lives.
Edited 1 times, most recently on 12/02/08 @ 16:44
myiagros
12/02/08 @ 17:22
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an awsome read well done!!

the pacing is spot on, at the end hits you like a massive slap in the face.

Hopefully Tekken 6, Soul Calibur 4 and more to the point Street fighter 4 can help revive the fortunes of the tournament fighter, but i think the side scrollers are gone forever ;-(
FabricatedLunatic
12/02/08 @ 17:56
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That's the first I've heard of the SoR remake. It looks fantastic. And it's FREE! Eurogamer, have I ever told you that I love you?
Ryze
12/02/08 @ 18:23
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Nice article.

@gallow

Playing any old 8bit games just shows me how old and shit at games I've become!
Ranger101
12/02/08 @ 18:34
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Bad Dudes vs. Dragon Ninja was Awesomes. Any one who hates on it, was just crap at it.

Shadow Ninja/Ninja Gaiden was fantastic too.

I think the article missed the impact that Street Fighter 2 (World Warrior) coming to the SNES had, and the prominence of TOurnament Fighters on home consoles from that point onwards.

Nylkran
12/02/08 @ 18:41
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"Bad Dudes vs. Dragon Ninja was Awesomes. Any one who hates on it, was just crap at it.

Shadow Ninja/Ninja Gaiden was fantastic too.

I think the article missed the impact that Street Fighter 2 (World Warrior) coming to the SNES had, and the prominence of TOurnament Fighters on home consoles from that point onwards. "

QFT
Spanner
12/02/08 @ 19:00
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@FabricatedLunatic: You HAVE to play it! It's so awesome it makes me want to... I dunno. Go out onto the streets and rampage, or something. Also, there's an Xbox port of SORR in the works, which will be even more super-mega-awesome!
Awesome.
hannibaldave
12/02/08 @ 19:30
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Dynamite Dux was great...
macmurphy
12/02/08 @ 20:51
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Also rather liked Dynamite Dux, I'm pretty sure you were being ironic but I have oddly fond memories. Had the big gloved freaks on my Amiga I think. Bad Dudes was legend - I remember going to Thorpe Park and they had a machine; I thought if I just just get that game I would never want another videogame again. Not sure how much this is a beat-em up, but Ninja Warriors was quite similar. The one where you were backflipping robots that had your skin and clothes ripped off the closer you got do death. Anyone remember stabbing the dogs and those freaky hunchbacks that jumped all over the screen. Tip top.

On a more serious note, yeah, not making more of a note of SFII on the SNES was schoolboy. I played IK+ on the Amiga, it never came close to that first Christmas when I got a SNES and SFII. Just the variety of experiencing it with a mate, swapping between characters and the constant variation. Anyone else dream that if they could just pull of Zangief's 360 piledriver every time he'd be the best character in the game? Spent weeks trying to get it down, he was still shite. Beating the game on level seven remains a highlight
Spanner
12/02/08 @ 22:54
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@macmurphy: The Ninja Warriors was a great game - the arcade machine (for no real reason) used three high-res monitors. Ultra widescreen! It looked sweet, and it was another of the reinventions of the Kung Fu Master premise as mentioned in the article. it was kinda slow, but it was a great game. The cyborg hunchbacks were wicked.

@Nylkran, Ranger101 & macmurphy: Yes. Bad Dudes was a man's game. For the manliest of men. It totally ruled. Especially the level on the back of the moving lorry. Well 'ard, dudes. Well 'ard.

@Everyone & their sister: Dynamite SUX!Get off my elevator!
Edited 1 times, most recently on 12/02/08 @ 22:55
SuperNashwan
14/02/08 @ 12:42
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Great article. Makes me want to dust down the Amiga for some "2 on 1 action"
Mayhem64
21/02/08 @ 21:44
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Even though everyone keeps talking about the Amiga version, the original C64 version of IK+ is still the best ;)

(especially when a hacking team gave it a three human player option via the new 4 player adapters available)

Comments: 1-14 of 14 in total

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