
This disaster accounted for one of my most bitter childhood Turbo experiences. I was psyched for APKB because I thought a kick boxing game would be extremely cool, and my anticipation intensified when VideoGames & Computer Entertainment magazine gave it a
positive review. I ended up terribly disappointed with it.
One-player mode doesn't call for any skill at all. I simply use two moves I like (one an in-close shot and the other a stay-away attack) over and over again and either whittle my opponent's health down to nothing or land a random "killer blow" at some point. During my very
first trip through the game, I spent so little time in the training mode (which features timing and button pounding exercises for raising attributes) that when I initially reached Panza, I wasn't allowed to fight him, as my stats, according to the game's figuring, were
insufficient. So I had to waste time mashing buttons in training mode before I could beat the living daylights out of the champ.
Funnily enough, over the years I've come to accept Panza for what it is, and I don't mind it so much now. Landing a knock-out blow is good for a bit of a rush, and there are worse ways to bide time than by handing out some beatdowns (though having to train is still
annoying). Some elements have actually always been appealing: the combatants are animated pretty well, and you get to transition from empty arenas to packed ones once you prove yourself worthy of facing the top-tier fighters. And I suppose it's kind of amusing (in a sad, sad
way) that the end credits consist of a single screen, a good chunk of which is occupied by a "Special Thanks" list. (The PCE CD version's ending sequence does include a credit roll.)