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Best of the Best - Championship Karate © 1992 Electro Brain
Best of the Best: Championship Karate is a sports-simulation fighting game developed by Loriciel. Distinguishing itself from the fantasy-based fighters of the time, this title aims for a more realistic, technical representation of full-contact karate competition.
Description from the back cover:
The ancient art of Karate, you have been obsessed with its mystical magic and power. Since you were a young child you've dreamed of entering the arenas, matching your skills against the Best of the Best. Your dream has turned into reality as you've been ranked 16th in the world and now you're ready to enter the International World Championships. Training does not stop here, continue to master your moves, focus on a style or create your own. Choose between 55 possible moves and program your favorites into your style. Study your opponents carefully, for they are watching you. Your body and mind must work together with your concentration and spirit. Imagine the superiority of your speed and power, for those who lack the spirit will lose the battle. You will meet many tough fighters as obsessed with being the best as you are and they can't wait to see what you're made of!
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GAME ID: SNS-BE-USA
Released in November 1992 in the USA.
Simulation Focus:
Rather than utilizing health bars and special energy attacks, the game focuses on "stamina" and focus management. Players must manage their fighter's fatigue levels while attempting to land clean, tactical strikes, making it one of the most methodical fighting games on the SNES.
The Development Origin:
The game was originally released in Europe as Full Contact for various home computer systems before being refined for the American SNES release. The transition to the console necessitated a re-balancing of the AI to account for the speed of the SNES hardware.
Unique Control Scheme:
The game utilizes a system of "combos" based on timing rather than rapid-fire button mashing. This required players to learn specific patterns and rhythmic inputs, which was quite different from the "command-move" style popularized by Street Fighter II.
