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Chuck Norris (C64) Guide and Walkthrough V 1.00
An informative FAQ written by Frankomatic
Copyright 2006 Frankomatic
All Trademarks and Copyrights contained in this guide are owned by their
respective Trademark and Copyright holders.
Any extra questions, corrections, or concerns can be sent to
[email protected].
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Table of Contents
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i. Version Information
I. Introduction
II. Controls
III. What the Heck am I Doing?
IV. Enemies and Obstacles
V. Points Awarded
VI. How to End the Game
VII. Future Additions
VIII. Credits
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i. Version Information
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1.00 First Released Version (1/19/2006)
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I. Introduction
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If you can't see Chuck Norris, you may be seconds away from death. Chuck Norris
is one of the biggest fads on the internet at the moment, but not many people
have the... "pleasure" of saying that they've played this... "gem". Truth be
told, this game is one of the most difficult games to get into that I've ever
found. Mainly due to horrible collision detection for your attacks and a
complete lack of mercy for mistakes.
Put on your white belt and your gi, and probably your hip waders as well, since
we're going to be waist deep in this mess. Note that there are versions of this
game on at least one other platform that I know of, so unless you're playing
the C64 version, I can't guarantee that all of the following information will
be accurate.
Oh, and plug your joystick into Port 1 if you want to get anywhere.
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II. Controls
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This section will be broken up into three parts; controls for the "map",
controls for the fights, and a description of your attacks.
"Map" Controls
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Moving the Joystick: Move Chuck Norris in the pressed direction
Fight Controls
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Moving the Joystick without the fire button pressed: Move Chuck Norris
Fire Button + Up: Super Punch
Fire Button + Down: Snap Kick
Fire Button + Left/Right: Flip Kick (green belt and up)
Descriptions of Attacks
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Super Punch: Chuck Norris sticks out his fist in a jerky, two frame animation.
Ideally this should hit your assailant and knock him clear off the screen, but
the timing is rather obnoxious. The 'magic distance' seems to be anywhere
within the range the animation covers. If you start it too early, you'll whiff
and get bumped. It's easier to connect if you're standing a little lower than
your enemy, so punch them in the crotch. You know you want to.
Snap Kick: What, no roundhouse? This is a two frame kick to the head, which
seems to need the same timing as the Super Punch. Go figure. The fun thing
about this attack is that you can sometimes peg two enemies at once in the
later stages, but don't count on it.
Flip Kick: Once you hit green belt, you unlock the mother of all attacks. Chuck
Norris will first do a flip in the air, allowing projectiles to go underneath
him, then land and perform a Snap Kick automatically. There is really no timing
at all required for this attack. As long as you don't do it so early that
nobody's near you when you land, and as long as you're not hit in the middle of
the flip, you can flat out land on an enemy and you'll still kill them. There's
no point in using anything other than this attack once you get it.
Worthless Pose: This is what you get if you try to perform a Flip Kick at White
or Brown belt level. Instead of smiting your foe, you stand there with your
hand up in a blocking position. Ironically, this blocks absolutely nothing, so
there's absolutely no reason to ever use this.
And that covers everything you need to know about controlling Chuck Norris in
his grand adventure.
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III. What the Heck am I Doing?
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Being Chuck Norris, you're doing what you do best. Which, apparently, is
running down a windy path for a few moments before getting into a brawl, then
returning to the path to continue on your way.
A bit more seriously, you start the game out at the bottom of a long path with
many forks. The object is to make your way up the path to the building at the
top, where the final belt and battle await you. Along the way, at set points,
you'll get into a fight. Winning the fight will allow you to move on... maybe.
Losing the fight will put you back to where you gained your last belt color.
You have six minutes on the timer at the begining of your journey, and the only
way to gain more time is to gain belt levels. The only way to gain belt levels
is to progress down the path. The only way to progress down the path is to
fight and win. And to choose your path wisely.
Still don't know what's going on? Join the club. It's confusing as all heck.
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IV. Enemies and Obstacles
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This section will describe all the various enemies that wish to hinder your
journey to... do whatever it is Chuck wants to do at the far end of the path.
Mysteriously Generic Men
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An army of Mysteriously Generic Men stand between you and your destination, and
they are what you battle when you get into a fight. Thankfully, they're nowhere
near as skilled as Chuck Norris is in the ways of beating someone unconscious.
Their main method of attack is to walk around randomly and hope to bump into
you. If they do, you'll be stunned momentarily, but nothing too bad. On the
first level, white belt, this is all the Mysteriously Generic Man you face will
actually do.
On the next levels, however, they gain a new ability. The ability to throw a
grey, square projectile at you. Should this hit you, you are knocked out of the
fight and back to where you gained your last belt level. In addition, you'll
lose thirty seconds off of your game clock when hit with the projectile.
One strike from any attack in Chuck's arsenel is enough to knock a Mysteriously
Generic Man right off the screen. But there's always more where that one came
from.
Each belt level features a different number of these men, but the way to win
the battle is always the same: Defeat three times the number of men you face.
Thus, if one Mysteriously Generic Man faces you alone, you must kill him three
times.
The following list will let you know what to expect on each belt level in
advance, so you can mentally prepare yourself for the coming battles.
White Belt: One Mysteriously Generic Man (No projectiles)
Red Belt: One Mysteriously Generic Man
Green Belt: Two Mysteriously Generic Men
Purple Belt: Two Mysteriously Generic Men
Brown Belt: Three Mysteriously Generic Men
Black Belt: Three Mysteriously Generic Men who can turn invisible
Note that in the Black Belt stage the projectiles don't kick you out of the
fight. It also, to the best of my knowledge, never ends. You're doomed to fight
until time runs out.
Grass
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Yes, Grass is your mortal enemy in this game. Walking through it not only slows
you down significantly, but drains time off the clock mercilessly fast as well.
Be very careful while walking around the winding path as the detection for you
being on the grass is extremely sensitive. If you're even just barely touching
it, you'll start losing time.
Annoying Tree
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Taking home the prize for most obnoxious feature in the game is the Annoying
Tree. The path you are on has many forks, each of which contains a fight.
Sometimes, after winning a fight, you'll find the path gets blocked off by an
Annoying Tree that magically sprouts in your way a few steps later.
The only thing you can do if this happens is to either go around the tree
through the grass (not reccomended unless you have a lot of spare time), or to
go back and take one of the other forks in the path. This mean that you'll have
to fight again, of course.
As much as I would have liked to map out a safe path, the tree seems to be
placed amongst the paths randomly each game, and you have no prior warning as
to where it'll show up, so it's a total crapshoot.
And that's everything that'll be getting in your way in this game. Time to move
on!
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V. Points Awarded
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For defeating the enemies and progressing in the game, you gain points. This
simple list will let you know how many points you get for certain tasks.
Defeat a Mysteriously Generic Man: 100 points X (belt level #) (600 max)
Gain a New Belt Level: 10000 points
..And yeah, that's everything you gain points for. At least your score will
always be a nice, even, easy to remember number, eh?
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VI. How to End the Game
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Unfortunately, it seems that Chuck Norris decided not to actually have a real
ending to his adventure. The only way the game will end is when the time runs
out, delivering a Game Over to your screen. The screen will remain as it was at
the moment of the game over until you press the fire button, at which point it
will reset back to the bottom of the path, but the border of the screen will
remain the color of the last belt you had gained.
Pressing the fire button again at this point starts the game over fresh at
white belt. The life of Chuck Norris is a never ending battle against time and
Mysteriously Generic Men.
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VII. Future Additions
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This guide is, to the best of my knowledge, one hundred percent complete.
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VIII. Credits
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I would like to thank the following people for making this work possible:
CjayC for running GFAQs and posting these guides for the few people that do
read them.
fealu_bryne for being the best thing that ever happened to me.
Chuck Norris for being Chuck Norris.
See you next time, Karate Man!