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China Warrior doesn't play as good as it looks, but it looks pretty damn good, so give it a whirl.
The controls are responsive enough, but you never really feel as though you have complete control of your giant, pixilated warrior. His punches are hard to time, but his kicks extend him another half the length of the screen, so I simply kicked everything I saw to death, which works extremely well. But when one method works so much better than the other, it makes for a very boring experience. I cannot recommend this game to anyone - not even the guy who thought it was so great. It's really only worth seeing one time, just to get a look at that giant character.
That's not to say The Kung Fu is a classic. Well, maybe it is. It's a crap classic and if you can live with that then that's good enough for me. It may have jerky sprites, unresponsive controls and a definite lack of length and variety, but at least it's not Deep Blue
A game that doesn't quite meet average standards. The 1/2 screen-sized characters are a refreshing change from the normal action contest, but this game is far too predictable with hazards approaching from only one direction. More variety would have been better.
China Warrior has a few things going for it but unfortunately there's some shallow gameplay beneath its flashy visuals. The action is too repetitive and the core mechanics aren't interesting enough to carry it through a whole game.
Auf den ersten Blick sieht das Spiel relativ gut aus, nach einer längeren und intensiveren Auseinandersetzung möchte man es aber am liebsten mit Lichtgeschwindigkeit gegen die Wand knallen lassen. Die nette Musik kann da leider auch nichts mehr retten.
The difficulty was extremely high, but it's not like you'd want to continue your gamer after dying anyway. While the sprites are large, there is no other reason to play China Warrior. Away with it.
China Warrior made both its main character and his enemies large before realizing they needed to fill the screen space with some action as well. Your incredibly basic selection of moves allows you to mostly handle the waves of approaching enemies and objects despite the surprises caused by very little time to react to some deliberate tricks, but that at least lets the player find a potential rhythm and learn how to deal with different challenges. The Kung Fu battles are essentially guesswork tipped in the computer controlled opponent’s favor both due to your bland moveset and the lack of any strategy to most of the fights other than hoping what looks like an opening doesn’t turn into a health-draining reversal. Neither mode truly excites though, you just learn how to deal with them better to get them over with.