We just popped the cartridge in—the label still smells faintly of plastic and too much optimism. Quick fun fact before the first stage loads: this one was developed by Now Production and released by Hudson Soft. Hudson has a habit of making addictive arcade conversions and quirky platformers. Their Bomberman pedigree shows in the way enemy placement and item design reward experimentation.
The title screen music already feels like it belongs in the living room on a winter evening with a CRT glowing in the corner. Controls are simple: one button to jump, one to attack, direction plus attack for special moves. Let us attempt a spin-kick immediately because old habits die hard.
Gameplay Highlights
Right away the game wins you over with brisk pacing. Enemies come in patterns that are fair and readable—frogs, birds, snakes, and the ubiquitous ninja. The special moves are the real treats. The Tornado clears a crowd when perfectly timed. The 180 and 360 spin kicks turn tight corridors into controlled chaos. The Sky Attack gives you a dramatic way to finish a grouped aerial enemy.
Platforming is forgiving but still requires precision. You feel Jackie’s martial-art weight when you land a jump or trade blows; the animations are small but expressive. The stages change scenery often—rivers, temples, rooftops. The sprite work has that distinct 8-bit charm that looks better on a CRT than in a brochure.
Hot Tips
- Conserve energy: Health pickups are present but scarce in some later stages. Avoid unnecessary hits and use specials to clear groups quickly.
- Use the spin kicks in tight spaces: 180/360 moves have surprising invincibility frames; when surrounded, spin instead of mashing punch.
- Learn enemy rhythms: Many foes telegraph their approach; a well-timed jump + attack can bypass whole waves.
- Explore off the obvious path: Bonus points and energy refills hide in corners that reward patient players.
- Practice the Sky Attack: It is invaluable for aerial bosses and for recovering from a poorly timed leap.
The manual is your friend here, and so is a patient friend in the same room—no internet FAQs, just real-time coaching and maybe a sleeve of sodas to keep morale high.
Memorable Moments & Anecdotes
There is a rooftop section where the wind pushes Jackie back and the camera zooms in on a sequence of narrow beams. I had to time two Tornado attacks in a row to clear a horde of ninjas while balancing on a single beam. When I landed the second spin kick and a handful of score icons scattered across the screen, the room erupted in a cheer. In 1990, that could only be heard between two friends and a humming CRT.
I will never forget the frog enemy from Stage Three. It looks laughable, but it bites a very particular rhythm and punished my complacency until I finally learned to bait its hop and counterattack. The voice inside my head during that fight: ‘Respect the frog.’
The mid-game bosses are varied: one stage has a hulking guard who slides into low stances; another throws projectiles that force you to use the Sky Attack defensively rather than offensively. Each boss teaches a mechanic you will need later, which is elegant design for a cartridge with a limited number of levels.
Then there is the final showdown with the Sorcerer—an appropriately theatrical end to a kung-fu quest. The Sorcerer floats and telegraphs spells in sweeping arcs. He disappears into smoke and reappears with summoned minions, so the fight becomes a test of situational awareness. You cannot simply button-mash; you must punish openings with a 360 spin and then back away before his next arcane flare. When Josephine finally reappears at the end, the payoff is quietly satisfying in a way that fits the straightforward story—no cinematic epilogues, just relief and a triumphant jingle.
The final boss gives you a sense of earned victory. After several attempts, when the Sorcerer staggers and the last health icon erupts into points, the room shares a small, private celebration. That’s the sort of moment this genre lives for.
We must be candid: for all its charm, the game has rough edges. Hit detection can feel inconsistent in cramped moments, and later stages reuse tiles and enemies in ways that undercut their earlier variety. Lives and continues are stingy by modern tastes, which can make repeated attempts feel more like chore than challenge if you are not patient.
Also, two-button controls are economical but limit combo depth. Once you have mastered the specials the game can border on repetitive; it rewards mastery but does not always reward creativity beyond that mastery.
Final Thoughts
Overall, this feels like a solid cartridge for the era. It is engaging, occasionally brilliant in its boss design, and consistently playable with friends. It earns a B—an honest grade for a game that has definite highs and some noticeable flaws.
Agreed. We will keep the savebag of strategies handy and probably come back for that rooftop run. Ready for another attempt at the Sorcerer?
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