[{"TitleName":"Exploding Fist +","Publisher":"Firebird Software Ltd","Author":"Bill McIntosh, Raymond Bradley","YearOfRelease":"1988","ZxDbId":"0005641","Reviews":[{"Issue":{"Name":"Crash Issue 60, Jan 1989","Price":"£1.5","ReleaseDate":"1988-12-15","Editor":"Dominic Handy","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Dominic Handy\r\nAssistant Editor: Stuart Wynne\r\nStaff Writers: Mark Caswell, Philip King, Lloyd Mangram, Nick Roberts\r\nPhotography: Cameron Pound, Michael Parkinson\r\nContributors: Jon Bates, Robin Candy, Raffaele Cecco, Ian Cull, Paul Evans, Ian Lacey, Barnaby Page, Paul Sumner\r\nEditorial Assistants: Caroline Blake, Vivienne Vickress\r\n\r\nPRODUCTION\r\n[redacted]\r\n\r\nProduction Manager: Jonathan Rignall\r\nReprographics Supervisor: Matthew Uffindell\r\nArt Director: Mark Kendrick\r\nAssistant Art Director: Wayne Allen\r\nProduction Team: Ian Chubb, Melvin Fisher, Robert Hamilton, Robert Millichamp, Tim Morris, Yvonne Priest\r\n\r\nEditorial Director: Roger Kean\r\nPublisher: Geoff Grimes\r\nAdvertisement Director: Roger Bennett\r\nAdvertisement Manager: Neil Dyson\r\nSales Executives: Sarah Chapman, Andrew Smales\r\nAssistants: Jackie Morris, Lee Watkins [redacted]\r\n\r\nMail Order: Carol Kinsey\r\nSubscriptions: Denise Roberts\r\n[redacted]\r\n\r\nTypeset by The Tortoise Shell Press, Ludlow. Colour origination by Scan Studios [redacted]. Printed in England by Carlisle Web Offset, [redacted] - member of the BPCC Group. Distribution by COMAG, [redacted]\r\n\r\nCOMPETITION RULES\r\nThe Editor's decision is final in all matters relating to adjudication and while we offer prizes in good faith, believing them to be available, if something untoward happens (like a game that has been offered as a prize being scrapped) we reserve the right to substitute prizes of comparable value. We'll do our very best to despatch prizes as soon as possible after the published closing date. Winners names will appear in a later issue of CRASH. No correspondence can be entered into regarding the competitions (unless we've written to you stating that you have won a prize and it doesn't turn up, in which case drop the Sticky Solutions Department a line at the [redacted] address). No person who has any relationship, no matter how remote, to anyone who works for either Newsfield or any of the companies offering prizes, may enter one of our competitions. No material may be reproduced whole or in part without the written consent of the copyright holders. We cannot undertake to return anything sent into CRASH including written and photographic material, software and hardware - unless it is accompanied by a suitably stamped addressed envelope. Unsolicited written or photo material is welcome, and if used in the magazine is paid for at our current rates.\r\n\r\nHAPPY NEW YEAR TO ALL CRASH READERS\r\n\r\nTotal: 96,590\r\nUK/EIRE: 90,822\r\n\r\n©CRASH Ltd, 1988\r\n\r\nISSN 0954-8661\r\n\r\nCover Design & Illustration by Oliver Frey"},"MainText":"Yet more karate capers\r\n\r\nProducer: Firebird\r\nBandages and Ointment: £7.99 cass\r\nAuthor: Beam Software\r\n\r\nAfter the original Way Of The Exploding Fist kicked off a whole new genre of games we now have the third, with the appropriate innovation of adding a third player.\r\n\r\nOnce the game starts you have sixty seconds to beat the living daylights out of your computer or human opponents. To do this you've a quite lethal array of moves, plus a cartwheel to get out of trouble. When a human player is knocked out of the bout, the computer takes over. But at the end of every two bouts the surviving players are sent onto a bonus screen. Here each player is individually faced with a derelict building and a cursor. As various monsters pop-up you must hit them with a shuriken star to stop them rushing you. There's 250 points for each hit and no penalty when you die.\r\n\r\nSad to say Exploding Fist + did little to impress me, while graphically okay, gameplay is very limited. Both the beat-'em-up and shuriken star screens prove repetitive quickly. In one-player mode the game is very simple, with the computer opponents tending to attack each other, leaving me to strike whilst they weren't looking. If you've got two friends then things obviously improve, but only for a while and it's unlikely you'll return to it often.\r\n\r\nMARK 61%\r\n\r\nTHE ESSENTIALS\r\nJoysticks: Cursor, Kempston, Sinclair\r\nGraphics: the fighters are fairly well animated, but there's only one backdrop for the combat\r\nSound: beepy, oriental title tune, but merely bashing spot effects during play\r\nOptions: up to three players can take part","ReviewerComments":["Well this is a bit of a surprise: after the brilliant IK+, I thought we'd seen the end of karate clones for a while. But no here's another, with the unique feature of a three-player option. Certainly it needs some novelty factor since like many of these games there's a bug where one repeated move can always defeat the computer players. Two- or three-player games are slightly more fun, but despite this, and the smooth animation, + is finally just another mediocre clone.\r\nPhil King\r\n58%","Groan! Not another one! There's an oriental tune at the beginning and punching effects in the game to add a bit of spice, but so what? Similarly unexciting is the bonus section. Apart from the addition of the three-player option this seems time-warped out of another era - best forgotten.\r\nNick Roberts\r\n42%"],"OverallSummary":"General Rating: Even with the three-player option, it's nothing special.","Page":"30","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Phil King","Score":"58","ScoreSuffix":"%"},{"Name":"Mark Caswell","Score":"61","ScoreSuffix":"%"},{"Name":"Nick Roberts","Score":"42","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"What do you have to do to get a take-away around here?"}],"BlurbText":[{"Text":"I GET A KICK OUT OF YOU\r\n\r\nIn the one-player game, go to the left hand side of the screen and kick the computer fighters as they approach you.\r\n\r\nUse the 'cartwheel' to avoid trouble.\r\n\r\nTry to sneak up behind your opponents and catch them by surprise.\r\n\r\nIn the bonus round, always aim slightly above the heads which appear for a certain hit."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"61%","Text":""},{"Header":"Graphics","Score":"65%","Text":""},{"Header":"Sound","Score":"55%","Text":""},{"Header":"Playability","Score":"54%","Text":""},{"Header":"Addictive Qualities","Score":"50%","Text":""},{"Header":"Overall","Score":"54%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 38, Feb 1989","Price":"£1.6","ReleaseDate":"1989-01-10","Editor":"Teresa Maughan","TotalPages":108,"HasCoverTape":false,"FlannelPanel":"Editor: Teresa Maughan\r\nArt Editor: Catherine Higgs\r\nDeputy Editor: Matt Bielby\r\nProduction Editor: Jackie Ryan\r\nStaff Writer: Duncan MacDonald\r\nDesigner: Thor Goodall\r\nTechnical Consultant: David McCandless\r\nContributors: Marcus Berkmann, Guy Bennignton, Richard Blaine, Ciaran Brennan, Jonathan Davies, Mike 'Skippy' Dunn, Mike Gerrard, Sean Kelly, Catherine Peters, Peter Shaw, Rachael Smith, Phil South, Ben Stone\r\nAdvertisement Manager: Simon Stansfield\r\nAdvertisement Executive: Stephen Bloy\r\nAdvertisement Director: Alistair Ramsay\r\nProduction Manager: Judith Middleton\r\nAdvertisement Production: Katherine Balchin\r\nMarketing Manager: Bryan Denyer\r\nPublisher: Terry Grimwood\r\nFinance Director: Colin Crawford\r\nManaging Director: Stephen England\r\nChairman: Felix Dennis\r\n\r\nPublished by Dennis Publishing Ltd, [redacted] Company registered in England.\r\nTypesetters: Carlinpoint [redacted]\r\nReproduction: Graphic Ideas, London\r\nPrinters: Chase Web Offset [redacted]\r\nDistribution: Seymour Press [redacted]\r\n\r\nAll material in Your Sinclair ©1989 Felden Productions, and may not be reproduced in whole or in part without the written consent of the publishers. Your Sinclair is a monthly publication."},"MainText":"Firebird\r\n£7.99 cassette/£12.99 disk\r\nReviewer: Sean Kelly\r\n\r\nWhen Way Of The Exploding Fist was first released all those many moons ago, it single fistedly began the revolution which was to result in trillions of games with the word Karate, Ninja, Warrior or some variant thereof in their title. It was sequelled more recently by W.O.T.E.F.II, which met with a lukewarm reaction from reviewers. This, is not so much another sequel, as a remix of the original with twiddly bits and fluffy dice added.\r\n\r\nThe scenario. 'You must reach the position of tenth dan' is not much of a scenario, is it? When I get a game, I expect a good scenario, not just one sentence. I didn't get where I am today by having scenarios with (That's enough whining. Get on with it Ed). So just how are you going to reach the position of tenth dan? By beating the living daylights out of your opponents as fast and as nastily as possible, that's how.\r\n\r\nThe style of gameplay will be familiar to the majority of Speccy users, but for those who have been in Outer Mongolia for the last five years, you have a choice of sixteen moves, from the aggressive 'mid kick', which will give your opponent a couple of bruises he won't forget in a hurry, to the defensive backward cartwheel, for when running away is the best move. This time you are faced with two opponents, all of which can be controlled by human players simultaneously, or individually by the computer, depending upon how many friends you have. To reach first dan stage, two bouts must be fought, each against the two opponents, with one man being knocked out in each round. If the loser is human controlled, the computer will control him in the next bout, so you are always fighting against two men.\r\n\r\nThe figures are a little larger than in the original Fist, and fighting two men does bring a new approach to this type of game. Unfortunately, it also brings disadvantages, 'cos if you're knocked over, you lie on the floor for about ten seconds recovering, whilst the other two continue to merrily beat each other up. This brings the game to a grinding halt, and is highly frustrating. The playing area is also larger than that shown on the screen, and often your two opponents will disappear off the screen to carry on fighting, with your figure stood in the middle twiddling his nunchackas for ages - very boring. Sound is the average crunchy karate noise, and although the background is very pretty and clever - all the hotel and bar signs flash like 'proper' neon signs - ultimately it adds little to the gameplay.\r\n\r\nOn getting through these bouts, the player is then moved into a bonus game, set in a dark alley, where dragons will loom out from windows and doorways, the object being to line them up in a set of sights and launch a ninja star at them. If a dragon not hit in time, it will lunge out at you, the sub game will end, and you are returned to the game proper. This section, you will doubtless have guessed, is another Prohibition style game, and this particular version is pointless, easy, and a waste of time. There is no sound, and the graphics are hardly mind blowing.\r\n\r\nThis reminds me of all those pop records that are being reissued with a new drumbeat, bass line and the odd bit of scratching added. The record is pretty much the same, but by adding these bits, all the die-hard fans will buy it and make the record company lots of money. EF+ is very much the same, and when the original is available for two quid, the extra bits here aren't really worth an extra six.\r\n\r\nIf you want a laugh though, set all the players on the same joystick, slap on your favourite record, wiggle the joystick to the beat, and watch that sychronised body popping!","ReviewerComments":[],"OverallSummary":"Rehash of the original with two opponents to fight this time, but ultimately not worthy of its predecessor.","Page":"71","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Sean Kelly","Score":"7","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"6/10","Text":""},{"Header":"Playability","Score":"7/10","Text":""},{"Header":"Value For Money","Score":"6/10","Text":""},{"Header":"Addictiveness","Score":"6/10","Text":""},{"Header":"Overall","Score":"7/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 82, Jan 1989","Price":"£1.6","ReleaseDate":"1988-12-18","Editor":"Graham Taylor","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"Editor: Graham 'Oh God?' Taylor\r\nDeputy Editor: Jim 'unsound' Douglas\r\nProduction Editor: Alison 'Where's my red pen?' Skeat\r\nArt Editor: Tim 'Woops' Noonan\r\nAdventure: The Sorceress\r\nZapchat: Jon Riglar\r\nTechnical: Andrew Hewson, Rupert Goodwins\r\nContributors: Tony 'leather' Dillon, Chris 'snivel' Jenkins\r\nAdvertisement Manager: Katherine Lee\r\nSenior Sales: Shane Hussien\r\nAd Production: Emma Ward\r\nPublisher's Assistant: Debbie Pearson\r\nPublisher: Terry 'oops there goes another one' Pratt\r\nMarketing: Clive 'cheery' Pembridge\r\n\r\nPhone: [redacted]\r\nFax: [redacted]\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\nThis Month's Cover: Jerry 'yee ha!' Parks\r\n\r\nPrinted by Nene River Press, [redacted]\r\nDistributed by EMAP Publications Ltd.\r\n\r\n©Copyright 1988 Sinclair User ISSN No 0262-5458\r\n\r\nSubscription Enquiries: [redacted]\r\n24 Hour Order Line: [redacted]\r\nBack Issues: Back Issues Department (SU), [redacted]"},"MainText":"Label: Firebird\r\nAuthor: Beam Software\r\nPrice: £8.95\r\nMemory: 48K/128K\r\nJoystick: various\r\nReviewer: Chris Jenkins\r\n\r\nWell, I thought we'd seen them all. Way of the Exploding Fist, Fist 2, International Karate, IK+, Sai Warrior, Samurai Warrior, Mister Bloopy Fights the Ninja Head Kickers. But someone, somewhere (Beam Software actually) says that there's still life left in the martial arts genre. Are they speaking with the wisdom of the ancients, or have the spirits of their ancestors been on the sake again?\r\n\r\nThe big gimmick is that instead of a single opponent, you have two kung-fu killers to cope with.\r\n\r\nTo make up for the fact that you have to face two opponents, the repertoire of moves is slightly unusual. As well as the usual punch, high kick, mid kick, ankle kick and low kick; spin kick, low punch and duck, there's also a back kick, and, instead of the popular flying kick, a rear elbow jab. The lack of a flying kick means the most spectacular move available is a rather pansy cartwheel, which is fine for getting you out of trouble, but doesn't make you look too macho.\r\n\r\nUp to three players can compete, using a combination of keyboard, Sinclair or Kempston joysticks. The winner of each bout is the first to score eight hit points, shown at the top of the screen, or the one with the most points when the timer runs out.\r\n\r\nThe winner of each bout gets to take part in the inter-round bonus bit. Here, a series of hideous demons (ho-ho) appear in an alleyway, and you have to move a cursor onto them and zap them with your handy-dandy shuriken before they eat your face.\r\n\r\nThe background against which the main action takes place is fairly dull; neon signs and shabby streets. The biggest problem, though, is that the actual fighting business is too slow and inaccurate. You can do a brilliant cartwheel, spin to face your opponents, lash out with a foot to the head, and get no result whatsoever.\r\n\r\nIt makes you fed up with the whole business, especially when the computer opponents appear to be able to connect with fair regularity.\r\n\r\nThe three-player option is good; pity the rest of the game doesn't really live up to the idea.","ReviewerComments":[],"OverallSummary":"Three-player martial arts sim - fails to live up to its promise.","Page":"55","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Chris Jenkins","Score":"60","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"60%","Text":""},{"Header":"Sound","Score":"60%","Text":""},{"Header":"Playability","Score":"69%","Text":""},{"Header":"Lastability","Score":"55%","Text":""},{"Header":"Overall","Score":"60%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"C&VG (Computer & Video Games) Issue 87, Jan 1989","Price":"£1.2","ReleaseDate":"1988-12-16","Editor":"Eugene Lacey","TotalPages":156,"HasCoverTape":false,"FlannelPanel":"Editor: Eugene Lacey\r\nDeputy Editor: Julian Rignall\r\nArt Editor: Andrea Walker\r\nStaff Writer: Matt Bielby\r\nAdvertisement Manager: Garry Williams\r\nSales Executive: Joanne Cook\r\nCopy Control: Lora Clark\r\nPublisher: Terry Pratt\r\n\r\nSubscription Enquiries to: EMAP Frontline, [redacted]\r\n\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\n108,892 (Jan-June 1988)."},"MainText":"MACHINES: C64, Spectrum\r\nPRICE: C64 cass £9.99, disk £12.99/Spectrum £7.99\r\nSUPPLIER: Firebird\r\nVERSION TESTED: C64/Spectrum\r\n\r\nShould you happen to get bored with Exploding Fist+ you can flick a quick mental reset switch and play it as \"Advanced Dance Simulator\". This works particularly well on the Spectrum, where you can force your three would be kung fu combatants into a never ending little polka up and down the screen by simply keeping the character you control yourself in constant movement. It is thoughts such as these that sustained me through the mental wasteland of reviewing Exploding Fist+; it simply isn't a very good game.\r\n\r\nOn both Spectrum and 64 the game plays in exactly the same way. Your objective is to rise through the karate ranks to reach tenth dan, taking on faster and tougher opponents as you do so. The back drop for your fights is a simple US street scene, complete with flashing Vegas-style \"Coca Cola\" signs and so forth. Points are scored by each hit, and should you take one on the chin, you will be knocked out for a few moments, indicated (on the 64) by comic book stars circling your head. A row of lights at the top of the screen indicate the points your are scoring and when one player reaches a full row of eight, positions are assessed and the top two scorers go forward. When there are no human players left the game is over.\r\n\r\nThe two player option is probably the most fun, as you can gang up on the machine fighter together, and get a bit of needle into your own bouts. Every couple of bouts, there is a bonus screen which involves throwing knives at advancing Ninjas, but isn't very involving. They lurch towards you in massive jerks, and there is no attempt to recreate a throwing motion with your arm: a bit of pretty irrelevant business, really.\r\n\r\nThis is the C64 bonus game. On the Speccy it involves hitting demons who appear from behind the dustbins and windows of a dark alley by moving a cursor over their positions.\r\n\r\nBut these fiddly little details are not what makes a game like this, it is the quality of the fighting sequences. When you surrender all change in background, scrolling and adventure aspects of a beat 'em up, the fighting has to be of a really high standard. On the Spectrum the game really is sub standard: sound is weedy, sprites are rather mincing (always a bit unfortunate for something entitled \"Exploding Fist\") and generally I have yet to see anyone keep playing it beyond fifteen minutes.\r\n\r\nOn the other hand, the blocky, three colour sprites of the Commodore work quite well, and there is plenty of cartwheeling, fly kicking fun to be had. The number of moves are complicated so while you flick through your range to find out just whether it was lower right or top left that delivers a shin kick (it's lower right, fact fans) you are likely to find yourself decked. Should you be a beat 'em up fan you might have fun with this, if you can cope with sound that so little resembles martial arts style yelps that people thought I was killing a cat in the games room.\r\n\r\nHowever it has some stiffish martial arts competition this Christmas, and if Double Dragon was less than impressive on 8 bit (or 16 for that matter) there is still Dragon ninja to consider. Definitely a case of having a good look before you spend your beat 'em up pound. I'm willing to bet it wouldn't be on this rather limited and disappointing offering.","ReviewerComments":[],"OverallSummary":"","Page":"64","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Matt Bielby","Score":"44","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"Careful with your \"beat 'em up pound.\""},{"Text":"Exploding Fist+ fails to excite."}],"BlurbText":[{"Text":"TEXT\r\n\r\nC64 SCORES\r\n\r\nGraphics: 65%\r\nSound: 15%\r\nValue: 59%\r\nPlayability: 66%\r\nOverall: 58%"},{"Text":"UPDATE...\r\n\r\nThere will be no 16-bit versions of the game, nor will Exploding Fist+ be available on the Amstrad."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"51%","Text":""},{"Header":"Sound","Score":"42%","Text":""},{"Header":"Value","Score":"49%","Text":""},{"Header":"Playability","Score":"45%","Text":""},{"Header":"Overall","Score":"44%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"The Games Machine Issue 14, Jan 1989","Price":"£1.5","ReleaseDate":"1988-12-15","Editor":"Jon Rose","TotalPages":148,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Jon Rose\r\nReviews Editor: Nik Wild\r\nFeatures Editor: Barnaby Page\r\nStaff Writers: Robin Hogg, Warren Lapworth, Robin Candy\r\nEditorial Assistants: Vivien Vickress, Caroline Blake\r\nResearcher: David Peters\r\nPhotography: Cameron Pound, Michael Parkinson (Assistant)\r\nContributors: Jon Bates, Mel Croucher, Robin Evans, John Woods\r\n\r\nPRODUCTION DEPARTMENT\r\n[redacted]\r\nProduction Manager: Jonathan Rignall\r\nArt Director: Mark Kendrick\r\nAssistant: Wayne Allen\r\nReprographics Supervisor: Matthew Uffindell\r\nProduction Team: Ian Chubb, Yvonne Priest, Melvin Fisher, Robert Millichamp, Robert Hamilton, Tim Morris, Jenny Reddard\r\n\r\nADVERTISING AND ADMINISTRATION DEPARTMENTS\r\nEditorial Director: Roger Kean\r\nPublisher: Geoff Grimes\r\nGroup Advertisement Director: Roger Bennett\r\nAdvertisement Manager: Neil Dyson\r\nAdvertisement Sales Executives: Andrew Smales, Sarah Chapman\r\nAssistant: Jackie Morris, Lee Watkins [redacted]\r\nGroup Promotions Executive: Richard Eddy\r\nMail Order: Carol Kinsey\r\nSubscriptions: Denise Roberts [redacted]\r\n\r\nTypeset by the Tortoise Shell Press, Ludlow and on our Apple Macintosh II running Quark Xpress 2.0. Colour origination by Scan Studios [redacted]. Printed in England by Carlisle Web Offset [redacted] - a member of the BPCC Group. Distribution effected by COMAG, [redacted].\r\n\r\nCOMPETITION RULES\r\nThe Editor's decision is final in all matters relating to adjudication and while we offer prizes in good faith, believing them to be available, if something untoward happens (like a game that has been offered as a prize being scrapped) we reserve the right to substitute prizes of comparable value. We'll do our very best to despatch prizes as soon as possible after the published closing date. Winners names will appear in a later issue of TGM. No correspondence can be entered into regarding the competitions (unless we've written to you stating that you have won a prize and it doesn't turn up, in which case drop Viv Vickress a line at the PO Box 10 address). No person who has any relationship, no matter how remote, to anyone who works for Newsfield or any of the companies offering prizes, may enter one of our competitions.\r\n\r\nNo material may be reproduced in part or in whole without the written consent of the copyright holders. We cannot undertake to return anything sent into TGM - including written and photographic material, hardware or software - unless it's accompanied by a suitably stamped, addressed envelope. We regret that readers' postal enquiries cannot always be answered. Unsolicited written or photographic material is welcome, and if used in the magazine is paid for at our current rates. Occasional material from Electronic Game Player reproduced by kind permission of Sorjana Publications, California. Other Newsfield publications are CRASH (Spectrum), ZZAP! (Commodore 64/Amiga), FEAR (fantasy and horror) and MOVIE - THE VIDEO MAGAZINE. Now that's interesting, but why are you reading all this when there 143 pages to go?\r\n\r\n©TGM Magazines Ltd, 1988\r\nA Newsfield Publication ISSN 0954-8092\r\n\r\nCover Design by Oliver Frey"},"MainText":"Spectrum 48/128 Cassette: £7.99\r\nCommodore 64/128 Cassette: £9.99, Diskette: £12.99\r\n\r\nI DON'T GIVE A DAN\r\n\r\nWay Of The Exploding Fist has the perhaps dubious pleasure of being the computer game which spawned the martial arts fad still raging today. Based on the hit coin-op Karate Champ, it was released way back in August 1985. Now the programmers, Beam Software, have updated it to fit the advanced challenge of today's games.\r\n\r\nThe extra challenge is in the form of another violent Oriental opponent, but the general aim of the game remains the same. Gradually developing your fighting skills, you face increasingly tough opponents to work through the dans - the proficiency levels of karate. Having reached the top - 10th dan - you defend your name against yet more combatants.\r\n\r\nTwo human players can take part in the 064 game, and three in the Spectrum.\r\n\r\nExploding Fist + has the standard plethora of fighting moves, accessed by joystick direction and fire/direction combinations. It also features two novel moves: a swift elbow into a lurking opponents ribs is one of the fastest moves you can make, while cartwheels move you speedily along the single-screen combat area.\r\n\r\nA BOUT TO BEGIN\r\n\r\nBouts are played under a 30 second time limit, and the two players with the most hit points go on to the next fight. A hit point is awarded when a player lands a blow on another - and the bout automatically ends if a player earns maximum hits (6 on the C64, 8 on the Spectrum).\r\n\r\nHuman players get to indulge in a bonus round. On the C64, ninjas jump forward from an alley while the players hand is steered left and right to throw knifes at them. On the Spectrum, a cursor is used to direct shurikens into the cold bodies of sneaky demons.\r\n\r\nExploding Fist is very much intended to be a returning blow to System 3's International Karate +, (see below). Unfortunately, Probe have failed with a game that, although undeniably playable, is inferior in most respects - only the three players of the Spectrum version is an improvement. The bonus rounds are new but are inspired by other sources (the C64 one is from Shinobi) and do not disguise the plain fact that System 3's game is the better.","ReviewerComments":[],"OverallSummary":"Restricted by colour, the second and third skinny fighters are distinguishable by baseball cap and beard! They are swiftly and smoothly animated and clearly defined, and other than the about-turn move, react quickly to joystick or keys. Sound is a few white-noise pseudo-samples and an irritating title tune. The three player option makes this of interest to even those who already have a healthy martial arts game collection.","Page":"59","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[{"Text":"Mind you don't split your trousers, your opponents might get a kick out of it - Spectrum screen."},{"Text":"Now make sure you smile as you smash his face in - C64 screen."}],"BlurbText":[{"Text":"\"A swift elbow into a lurking opponents ribs is one of the fastest moves you can make\""},{"Text":"COMMODORE 64/128\r\n\r\nOverall: 57%\r\n\r\nOther than the green robes of the third player, sprites are the same as in the original, which today are showing their age. Their blockyness and ill-proportion is not helped by their increased speed, as animation has not been updated to match the swiftness. The grainy samples of Way Of The Exploding Fist are present and sound very crude by todays standards. The plain sounds used in the music are a step down from those in the original."},{"Text":"OTHER FORMATS\r\n\r\nNone at present."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"69%","Text":""}],"CompilationReviewScores":[]}]}]