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The Way of the Exploding Fist
View on Wikipedia| The Way of the Exploding Fist | |
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| Developer | Beam Software |
| Publisher | Melbourne House[3] |
| Designers | Gregg Barnett Bruce Bayley David Johnston Neil Brennan |
| Composer | Neil Brennan |
| Platforms | Commodore 64, Amstrad CPC, ZX Spectrum, BBC Micro, Acorn Electron, Commodore 16 |
| Release | [2] |
| Genre | Fighting game |
| Modes | Single-player, multiplayer |
The Way of the Exploding Fist is a 1985 fighting game developed by Beam Software and published by Melbourne House for the Commodore 64. It was later ported to Amstrad CPC, ZX Spectrum, BBC Micro, Acorn Electron and Commodore 16. It is based on Japanese martial arts. The development team consisted of Gregg Barnett, Bruce Bayley, Neil Brennan and David Johnston.
Gameplay
[edit]
The game has various backgrounds that change as the player progresses through the levels: inside a dojo, an outdoor field with snowy mountains and volcanoes, a Buddha statue, or some pagodas.
The player takes part in a series of one-on-one karate matches, all overseen by a wise old expert who appears in the background. Once the player defeats an opponent they move up to the next stage and a more difficult adversary. Fights are not won using the energy-bar style found in modern fighting games; instead, the player needed to get two complete yin-yangs. Any move that connected with the opponent would end the round; a loosely timed or borderline kick or punch would obtain half a yin-yang icon, while a well-executed move would obtain a full icon. Two complete icons ended the bout and progressed to the next level.
This system of scoring, known as shobu nihon kumite, is used in real life in many traditional styles of karate. A half yin-yang represents a waza-ari (a committed but not decisive technique) and a full yin-yang represents an ippon score (full point, decisive finishing blow).
The game control is via joystick or direction keys and a "fire" key. 18 different movements can be made, including jumping kick, roundhouse kick and a variety of punches and kicks, high and low. The game features a variety of backgrounds against which the fighting takes place. After completing a number of progressively harder stages, the player is charged at by a bull in a bonus round. The player must knock the bull out with a single hit. The bonus round mirrors the feats of Mas Oyama, a karate expert who purportedly killed bulls with a single strike. This bonus round was not present in the ZX Spectrum version and some of the early Commodore 64 versions.
Production
[edit]Before creating The Way of the Exploding Fist, designer Gregg Barnett converted The Hobbit and Sherlock, two adventures from Beam Software, to the Commodore 64.[4] It was one of the first games to borrow heavily from the Data East arcade game Karate Champ, which was released the previous year. The Commodore 64 version uses over 600 sprite images to animate the player's movements.[5] Karate champion Jeoffrey Thompson was signed[6] to promote the game but was not sufficiently well known to have the game named after him.[7] A Nintendo Entertainment System version was developed by Beam Software but it was never released.
The game's soundtrack was written by Neil Brennan and it is based on the 1952 orchestral piece Dance of the Yao People. It has been praised for the excellent atmosphere it provided and was one reason behind the popularity of the game.
Reception
[edit]| Publication | Score | |
|---|---|---|
| PC | ZX | |
| Crash | 92%[8] | |
| Sinclair User | ||
| Your Sinclair | 83%[10] | |
| Computer Gamer | ||
| Retro Gamer | 86% (8-bit)[12] | |
| Publication | Award |
|---|---|
| Golden Joystick Awards | Game of the Year[13] |
| Saturday Superstore Viewer Awards | Voted Best Game[14] |
| Crash | Crash Smash |
| Sinclair User | SU Classic |
| Amstrad Action | Mastergame[15] |
The Way of the Exploding Fist topped the UK software sales charts for two months, in September[16] and October 1985,[17][18] until it was replaced by Monty on the Run.[19]
The Way of the Exploding Fist became the best-selling computer game of 1985 in the UK.[20][21] It sold 150,000 copies for the ZX Spectrum by 1987,[22] and a total of 500,000 copies across all platforms in Europe.[23][24]
The Commodore 64 version received a positive review in Zzap!64 magazine, which called it a "Sizzler" and praised the game's sound and graphics, scoring it 93% overall.[5] Ahoy! said that the Commodore 64 version was "an excellent start for a new software label", with a "good balance of action and strategy" and some of the best graphics of the year.[25] Your Sinclair reviewers praised the visceral sound effects.[26]
Accolades
[edit]The game was voted Game of the Year at the third Golden Joystick Awards, with Melbourne House picking up Best Software House.[13] It also received the "Voted Best Game" award at the Saturday Superstore Viewer Awards.[14] The ZX Spectrum version was placed at number 67 on the "Your Sinclair official top 100" list in 1991.[27] In 1996, GamesMaster ranked the game 76th on their "Top 100 Games of All Time" list.[28]
Sequels
[edit]There were three sequels: Fist II: The Legend Continues (1986) and Fist II: The Tournament (1987) and Exploding Fist +. Of these three, Fist II: The Legend Continues is not a fighting game involving player-versus-player, but a scrolling adventure game with one-on-one fighting elements. Exploding Fist +, on the other hand, returns to the style of the first game. It features combat with three characters, an idea followed from International Karate +, though in this case it is possible for players to control the three characters simultaneously.
References
[edit]- ^ "Martial Arts from Melbourne". Popular Computing Weekly. Vol. 4, no. 22. 31 May 1985. p. 1. Retrieved 21 June 2024.
- ^ "Commodore Show". Popular Computing Weekly. Vol. 4, no. 24. 13 June 1985. p. 5. Retrieved 21 June 2024.
- ^ First Fist, Then... In: Your Computer. August 1985, p. 40.
- ^ First Fist, Then... In: Your Computer. August 1985, p. 42.
- ^ a b "Way of the Exploding Fist". Zzap!64 (4 (August 1985)): 30–32. 11 July 1985.
- ^ Jeoff Thompson: Karate: The Pursuit of Excellence. Gallery Books, 1988, p. 126. ISBN 0-8317-5304-8.
- ^ Jim Lennox: Why the sports stars are loaded. In: The Guardian, January 16th 1986. – In his article Lennox discusses how, spawned by Daley Thompson's Decathlon, a number of British sportsmen have endorsed and lend their name to computer games. Among them are Frank Bruno's Boxing, Barry McGuigan World Championship Boxing, Ian Botham, Steve Davis and Bobby Charlton.
- ^ "World of Spectrum – Forced Redirect". worldofspectrum.org.
- ^ "World of Spectrum – Forced Redirect". worldofspectrum.org.
- ^ "The YS Complete Guide To Beat-'em-ups". Your Spectrum. No. 53 (May 1990). 12 April 1990. Archived from the original on 29 September 2007. Retrieved 26 September 2007.
- ^ a b "World of Spectrum – Forced Redirect". worldofspectrum.org.
- ^ "8-Bit-'Em-Ups". Retro Gamer. No. 22. March 2006. pp. 56–7.
- ^ a b "Golden Joystick Awards". Computer and Video Games (55). EMAP: 90. May 1986.
- ^ a b "Thank you from The Home of the Hits!". Popular Computing Weekly. 30 January 1986. p. 7.
- ^ Game review, Amstrad Action magazine, Future Publishing, issue 1, October 1985
- ^ "The Software Chart". Computer and Video Games. No. 49 (November 1985). 16 October 1985. p. 30.
- ^ "The Software Chart". Computer and Video Games. No. 50 (December 1985). 16 November 1985. p. 40.
- ^ "The Software Chart". Computer and Video Games. No. 51 (January 1986). 16 December 1985. p. 141.
- ^ "Charts". Popular Computing Weekly. No. 45. Sunshine Publications. 7 November 1985. p. 54. Retrieved 13 October 2022.
- ^ "News Desk: Exploding Fist tops Gallup 1985 charts". Popular Computing Weekly. 20 March 1986. p. 4.
- ^ "Yie Ar tops charts for 1986". Popular Computing Weekly. 12 February 1987. p. 6.
- ^ "Kick High". Crash (45) (published 24 September 1987): 41. October 1987.
- ^ "NG Alphas: Melbourne House". Next Generation. No. 33. Imagine Media. September 1997. p. 116.
- ^ "Beam Software Company History". beam.com.au. Archived from the original on 21 October 1997. Retrieved 17 March 2022.
- ^ Katz, Arnie (April 1986). "Kung Fu: The Way of the Exploding Fist". Ahoy!. pp. 48–49. Retrieved 4 September 2024.
- ^ Oct 1988 YS34 at The Your Sinclair Rock 'n' Roll Years
- ^ "The YS Top 100 Speccy Games Of All Time (Ever!)". Your Sinclair (70): 31. October 1991. Archived from the original on 16 August 2006. Retrieved 4 September 2006.
- ^ "Top 100 Games of All Time" (PDF). GamesMaster (44): 75. July 1996.
External links
[edit]- The Way of the Exploding Fist at Lemon 64
- The Way of the Exploding Fist at SpectrumComputing.co.uk
- The Way of the Exploding Fist at MobyGames
- The Way of the Exploding Fist on c64-wiki.com
The Way of the Exploding Fist
View on GrokipediaDevelopment
Concept and Design
The concept for The Way of the Exploding Fist originated from developer Gregg Barnett's fascination with martial arts, particularly inspired by Bruce Lee films and the fighting style Jeet Kune Do, whose name translates in English to "The Way of the Exploding Fist."[4][5] Barnett, working at Beam Software in Melbourne, Australia, aimed to create a realistic karate simulation for home computers, drawing from arcade titles like Karate Champ (1984) but emphasizing strategic depth over simple button-mashing.[3][6] The game was designed as a one-on-one fighting title where players progress through martial arts ranks (dans), earning points through precise strikes in timed bouts, mimicking the scoring of real karate tournaments to reward technique and timing.[3][5] In terms of design, Barnett programmed the game from scratch in 6502 assembly language for the Commodore 64, completing the core two-player combat in about two months of isolated development before revealing a fully functional prototype to his team.[4] To ensure fluid and authentic movement, he personally practiced the martial arts techniques and mapped them to a single joystick with a fire button, using eight directional inputs for 16 distinct moves—such as punches, kicks, and blocks—each with realistic execution times and animations to promote skillful play over rapid inputs.[5][2] The visual style featured side-view pixel art by artist Greg Holland, depicting stereotypically Japanese backdrops like dojos and mountains, while sound design incorporated grunt samples from Enter the Dragon (1973) and a public-domain tune, "Dance of the Yao People," arranged by Neil Brennan to heighten the dramatic atmosphere.[5] These elements combined to make the game a pioneering home computer beat 'em up, prioritizing form, balance, and immersion in martial arts combat.[4][6]Technical Implementation
The Way of the Exploding Fist was primarily developed for the Commodore 64 by Gregg Barnett at Beam Software, using 6502 assembly language for its core programming. Barnett employed an incremental development approach, designing each component—such as movement mechanics, animations, and combat logic—before integrating them into a full build. This process involved handwriting the entire codebase line by line over approximately two months, supported by tree diagrams and pseudocode blending English descriptions with Pascal-like structures, prior to entering it into the computer. The first complete compilation, achieved in a single day, resulted in a functional two-player game prototype, demonstrating the efficiency of this meticulous preparation.[7][4] A key technical innovation was the use of sprite meshes on the Commodore 64, which allowed for more fluid and detailed character animations by combining multiple sprites in a networked structure rather than relying on single sprites or simple overlays. This technique enabled the game's 16 distinct karate moves, including punches, kicks, and blocks, to be mapped intuitively to the joystick directions and fire button without requiring a manual, ensuring natural-feeling controls that Barnett refined through personal practice of the movements. Graphics artist Greg Holland further enhanced this by dividing character models into two separate grids, facilitating complex, frame-by-frame animations that captured dynamic martial arts sequences against minimalist Japanese-inspired backgrounds. Additional programming support came from Bruce Bayley and David Johnston, who handled optimizations and expansions.[7][2] Collision detection was implemented with pixel-perfect precision, a standout feature that Barnett highlighted as particularly innovative, avoiding crude bounding-box methods common in contemporary games. To achieve this, a custom editor was used to align hit impacts exactly with animation frames, ensuring every strike registered accurately based on the combatants' positions and trajectories. This system contributed to the game's responsive combat feel, where moves like roundhouse kicks or flying knees could connect or be blocked with high fidelity. The artificial intelligence for computer opponents was developed over two weeks, incorporating behavioral variables such as aggression levels, speed, and tactical preferences derived from observing human player patterns, allowing for varied and adaptive AI without overwhelming the hardware's limitations.[7] Audio implementation featured digitized sound effects, including realistic screams, pre-attack wind-ups, bone-crunching impacts, and cries of exertion, sampled and integrated to heighten immersion during fights. Composer Neil Brennan provided an atmospheric soundtrack that complemented the action, while the game's loading screen incorporated a distinctive "kai-ai" shout via the Pav-Loada fast-loader utility, which expedited cassette loading times on the Commodore 64. These elements were optimized to fit within the platform's 64 KB RAM and VIC-II graphics chip constraints, resulting in smooth 50 Hz gameplay that pushed the boundaries of 1985 home computer fighting simulations. Ports to other platforms, such as the ZX Spectrum and Amstrad CPC, adapted these techniques to different hardware, often simplifying sprites and sound due to lesser capabilities, but retained the core collision and control logic.[7][2]Release and Platforms
Initial Release
The Way of the Exploding Fist was first released in May 1985 for the Commodore 64, marking its debut as a pioneering martial arts fighting game on home computers.[8] Developed by Australian studio Beam Software under the direction of Gregg Barnett, the title was published by Melbourne House, a prominent UK-based software house known for adventure and action games. The game launched on cassette tape, the standard distribution format for 8-bit systems at the time, with a floppy disk version also available, and was priced affordably to appeal to the growing home computing market.[9][10] Melbourne House promoted the game through gaming magazines and trade shows, capitalizing on the mid-1980s surge in interest for action titles.[11] Upon launch, the game achieved rapid commercial traction, topping UK sales charts in September and October 1985. This success prompted immediate ports to other systems later that year, but the Commodore 64 edition remained the foundational release that established the game's reputation.Ports and Versions
The Way of the Exploding Fist was first released for the Commodore 64 in May 1985 by Melbourne House, marking its debut on home computers.[8] This version featured smooth animations and digitized sound effects, setting the standard for subsequent ports.[12] Ports quickly followed for other popular 8-bit platforms in 1985 and 1986, adapting the game's martial arts combat to varying hardware capabilities. The ZX Spectrum version launched in August 1985, while the Amstrad CPC and BBC Micro editions appeared later that year; these adaptations often compromised on color depth and audio fidelity compared to the Commodore 64 original but retained the core fighting system.[8] The Acorn Electron port arrived in 1986, closely mirroring the BBC Micro version due to hardware similarities, and the Commodore 16/Plus/4 edition also debuted that year, optimized for the system's limited RAM and graphics.[8] In 1988, Mastertronic reissued the game under its Ricochet budget label for the Amstrad CPC, BBC Micro, Commodore 16/Plus/4, Commodore 64, and ZX Spectrum, making it more accessible at a lower price point without significant changes to gameplay or content.[8] A notable modern development is the 2019 release of a previously unfinished NES port titled Exploding Fist by Piko Interactive, which was completed from a 1980s prototype developed by Beam Software.[13] Additionally, emulated versions of the Commodore 64, ZX Spectrum, Amstrad CPC, and NES editions have been made available on the Antstream retro gaming platform since 2019, with the Amstrad CPC version added in May 2024.[8]| Platform | Initial Release Date | Publisher | Notes |
|---|---|---|---|
| Commodore 64 | May 1985 | Melbourne House | Original version; cassette and floppy formats |
| ZX Spectrum | August 1985 | Melbourne House | Adapted graphics and sound |
| Amstrad CPC | 1985 | Melbourne House | 1988 budget re-release by Mastertronic |
| BBC Micro | 1985 | Melbourne House | 1988 budget re-release by Mastertronic |
| Acorn Electron | 1986 | Melbourne House | Shares assets with BBC Micro |
| Commodore 16/Plus/4 | 1986 | Melbourne House | 1988 budget re-release by Mastertronic |
| NES | April 15, 2019 | Piko Interactive | Completed from 1980s prototype |
| Antstream (various) | 2019–2024 | Antstream Arcade | Emulations of C64, ZX, CPC, NES versions |

