Bikini Karate Babes – Gaming Flashback

There are some gaming flashbacks I look to do and I’ve got to go back and watch the video. Sometimes, however, they’re games I’ve never played and hit up youtube to see what I can find. This video review (or introduction rather) to Bikini Karate Babe’s really describes all the action. Unfortunately, many folks that read this may not speak German.

That’s okay! The video is worth a thousand words. Things to note, the guys say something to the fact that the video trailer (shown in the beginning) is “EXACTLY” like the game (being completely sarcastic). Anyone want to confess to being a Bikini Karate Babe addict?

0 thoughts on “Bikini Karate Babes – Gaming Flashback”

  1. Oh boy ๐Ÿ™‚ …

    I have absolutely no idea how to comment that.

    The first thing that came into my mind were those B or C movies where the main (female) character, dressed almost in bikinis would beat the living shit out of 120 kg bouncers.
    This game somehow captures and purifies that down to the essence: almost naked girls, weird screams and fighting.

    How did it sell? ๐Ÿ™‚

  2. Oh boy ๐Ÿ™‚ …

    I have absolutely no idea how to comment that.

    The first thing that came into my mind were those B or C movies where the main (female) character, dressed almost in bikinis would beat the living shit out of 120 kg bouncers.
    This game somehow captures and purifies that down to the essence: almost naked girls, weird screams and fighting.

    How did it sell? ๐Ÿ™‚

  3. @Herr_Alien : I’m not sure how it sold but I know it’s still on their website selling in a bundle with the “making of” style DVD.

    @Jonah : I used to post when I used to have time to post. With two-to-three audio shows a week, 7 cocktail video’s and a 40+ hour a week job it gets challenging. I also like to spend time with the kids between show notes, posting video content, updating recipe wiki and managing the day-to-day for five or so websites.

  4. @Herr_Alien : I’m not sure how it sold but I know it’s still on their website selling in a bundle with the “making of” style DVD.

    @Jonah : I used to post when I used to have time to post. With two-to-three audio shows a week, 7 cocktail video’s and a 40+ hour a week job it gets challenging. I also like to spend time with the kids between show notes, posting video content, updating recipe wiki and managing the day-to-day for five or so websites.

Leave a Reply

Your email address will not be published. Required fields are marked *

Related Post

Gaming Flashback: Mega ManGaming Flashback: Mega Man

Mega Man, a series franchise was born in the month of December, a series we rarely hear about today but one that inspired many great games in the side scrolling genre. Mega Man was foundation brick in the early Nintendo consoles and a bread winner for Capcom, he was a mascot to represent a genre typically dominated by Mario.

The name Mega Man, in the 1980’s was synonymous with the word awesome. It was also synonymous with the word difficult.

A character that had so much potential you can now find him in mobile phone gaming and the virtual console in Europe.

“In the year 200X, master robot designer Dr. Thomas Light, and his assistant, Dr. Wily, worked on a project to create human-like robots with advanced intelligence.” (wikipedia) Each robot was designed to perform a specific task, Cut Man was designed to cut down trees, Guts Man is designed to pickup heavy things, Ice man for arctic exploration, etc. His assistant grew envious of Dr Light so he reprogrammed the robots to do his bidding, which was nothing but evil. Your job is to undo this evil.

(more…)

Gaming Flashback: SimCityGaming Flashback: SimCity

SimCity was released in 1989, was originally called Micropolis and was designed by the infamous Will Wright. For those that don’t know Will Wright, its suffice to say he’s one of the most popular and influential game designers of our time. SimCity, TheSims, SimAnt, SimFarm and Spore are a few of his hits and TheSims has taken many records since its original release.

Wright had trouble finding a publisher for a game in which you couldn’t really “win or lose.”ย  Turned down by Broderbund, Wright eventually pitched the idea to Jeff Braun of Maxis.ย  Maxis agreed to publish Simcity as one of its first two games.

When near complete, Wright and Braun took the game back to Broderbund to clear the rights for the game.ย  Broderbund executives Gary Carlston and Don Daglow saw how addicting the game could be and signed Maxis to a distribution deal.ย  Four years after initial development, SimCity was released for the Amiga and Macintosh platforms, followed soon after by the IBM PC and Commodore 64.ย  On January 10th 2008, the SimCity source code was released under the GPL license as… Micropolis!

The objective of the game is simple, build and design a city.ย  Though the player could focus on building a highly efficient city with an ever growing populace, it was by no means required.ย  In a sense, open ended, the player was free to design the city as they chose.

Included in the city building experience was the possibility of natural disasters such as flooding, tornadoes and more.ย  Pre-designed scenarios were also included in the game such as the Boston 2010 nuclear meltdown, or mass coastal flooding of Rio de Janeiro of 2047 … even a Godzilla attack of Tokyo in 1961.

In the years to follow, the SimCity franchise would continue to expand with greater detail as SimCity 2000 (1993), SimCity 3000 (1999), SimCity 4 (2003) and a host of other “Sim” games and until the release of “The Sims” in 2000, the SimCity series was the best-selling line of games made by Maxis.

In Fall of 2008, EA will release the next child in the SimCity family, SimCity Creator for the Nintendo Wii and DS systems. And thus, history continues!

Gaming Flashback: Lode RunnerGaming Flashback: Lode Runner

Lode Runner, a game many of us logged hundreds of hours upon. Lode Runner has a great deal of replay value thanks to its great map editor. The game was first published by Broderbund in 1983, but was first prototyped by Douglas Smith, an architecture student at the University of Washington.

The Lode Runner prototype was called Kong and was originally written for a Prime Computer 550 minicomputer on campus, but shortly after it was ported to the VAX minicomputer. Originally programmed in FORTRAN and utilized only ASCII character graphics (the most basic of characters).

In September of 1982 Smith was able to port it to the Apple II+ (in assembly language) and renamed it to Miner. In October of that same year he submitted a rough copy to Broderbund and he’s said to have received a one-line rejection letter, “Sorry, your game doesn’t fit into our product line; please feel free to submit future products.”

The original title had no joystick support and was developed in full black and white…not exactly exciting. So, Smith then borrowed money to purchase a color monitor and joystick and continued to improve the game. Around Christmas of 1982, he submitted the game, now renamed Lode Runner, to four publishers and quickly received offers from all four: Sierra, Sirius, Synergistic, and Brรธderbund.

(more…)