Does anyone remember International Karate, by Archer Maclean?
(C64 version, though I actually don't remember that background from the original game.)
Also...
*cough* International Karate was the European response to the Japanese fighting game. The Japanese games required memorizing lots of different button combinations and precise execution of the correct one at the right time in order to make the proper move. Archer Macleans style was very different, giving you access to all moves the game offered just a single input away.
Both styles of game is ultimately a question of timing and distance and to know each move by heart. International Karate just strips away most of the learning process and superhero antics of certain extravagant moves from the Japanese counterparts.
It all worked like this:
I actually exchanged a few e-mails with Mr. Maclean a number of years back and I seem to recall we had similar ideas on how to update the game.
For the graphics, I envision a system with skeletal animation. Wether it uses polygons to get a real 3D look, or body part sprites for a simpler 2D dress up doll effect doesn't really matter, but pixel perfect collision detection would be a must.
Also a must, would be inverse kinetics. This is to make a hit on a body part that isn't the head or the torso have a proper, bounce back effect (ie non scoring). It's also to enable proper blocks. This is a more realistic type of fighting game than the Japanese games. A simulator even, if you will.
Now, here's a branching idea to bring the controls to the next level:
Most gamepads these days have two analogue sticks. These could be used to fluidly control the movements of hands and feets separately. Perhaps there could even be a sort of 1:1 mapping of angle and speed of pushing the stick correspond to the position of the hand or foot. Holding down a shoulder trigger would set the arms or legs in defensive stance, which would slow down the movements a lot and enable parrying. Animation blending would be required as well, since if you are in a fully extended attack position and switch to defensive stance, it wouldn't be very effective.
And yes, this would enable you to block with your arms, while attacking with your legs, or attacking with arms and legs at the same time (something common within, for example, the Wing Chun style of Kung Fu... that coincidentally, I've practised a bit).
The resulting gameplay would be something like Virtua Tennis, where again position and timing (and balance) is everything, but the ball would be replace by your fists and feet and you'd need to judge where the opponent's fists/feet was and were going, and try to aim for an area that you think will be open and too far to reach for the opponent in time to parry. But perhaps more hectic, as there could be theoretically four balls in the air at the same time.
So, what do you think?
(And no, I'm sadly in no position to actually implement this, as I find the math behind polygons, animation interpolation, and physics to be way over my head and way too boring to learn...)