It was 1984, and I was one of those kids whose mother worked at my school (she was the school secretary). What that essentially meant was that I had to be at school earlier than anyone else (other than my fellows in suffering, the teachers’ kids), and I would never be able to see anything but the first 10 minutes of an episode of Inspector Gadget before me and my piece of toast would have to be out in the car and off to school. Luckily, there was the Apple II and Karateka. God bless you, Jordan Mechner.
Much like other games of that decade, for me Karateka was largely a study in gaming as trial and error. Featuring a robust combat system (within the context of the mid-‘80s), Karateka offered the opportunity to step into the shoes of a martial artist with six distinct attacks: low, medium, and high punches and low, medium, and high kicks. The protagonist of Karateka also had two stances, a combat or defensive stance, which allowed the player to punch and kick along with a highly vulnerable running stance, which allowed the player to stand erect and then advance rapidly within the game world but had the disadvantage of the threat of a one shot death if the character should be hit while running.