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Dojo Dan logo

Europress * 1/2 meg * £25.99 * Joystick * Out now

Dojo Dan Dojo Dan - the Story so far (or How To Almost Make It In A Platform Game). Born in Wolferhampton, young Dojo Dan was a problemchild from the beginning.
Possessed by a disturbing desire to leap onto any raised surface and hit anything that came close to him, he became the first child to be expelled from nursery school for a combined acrobatics and grievous bodily harm offence.
With his parents at a loss, the authorities took him into care to decide what to do with him. A careers officer looked over his case file and immediately found the perfect occupation for wee Dojo. He would be the star of a platform game. Simple. He had all the qualifications. His name, for a start. Alliteration, you see. Plus! A talent for martial arts. Plus! Plus! His alarming "raised surface" antics. He was a natural. They packed his things and sent him of to Sofwareland.

But things weren't quite as rosy as they'd thought. Dojo arrived, alone and penniless, hoping to find himself a nice starring role in a big, popular platform game, and maybe a couple of sequels.
What he didn't plan on was the three thousand other hopeful computer characters all trying to do the same. Months went by, and no starring role for Dojo. He almost managed to get a non-speaking part for a fairly big budget production of Last Ninja 2, but the role was snatched by some ponce in black jim-jams.
Dojo started drinking. Whole days would pass by through motel windows in a haze of Jack Daniels. Dojo was on the skids. He watched his rivals scale the heady heights of Sofwareland.
That stupid little plumber found a place in the fledging console sector, and a cheeky young upstart calling himself RoboCod - a false name, I'll warrant - was gaining friends and awards left, right and centre. They were hard times.

Dojo Dan Dojo slowly came to his senses, He enrolled in the Miner Willy Detox Clinic and came out a reformed sprite. He also gained a slightly more realistic approach to his work. Rather than busting a gut for that elusive big, extravagant licensed platform game, he decided to settle for a slightly more modest debut.
And so, Dojo Dan -The Computer Game came into being. An unassuming little role that didn't make a very big impact due largely to its rather formulaic appearance and lack of overall style. However, rather than returning to the booze, Dojo took the comments in his stride.
It was said that the game was a rather uneven mix of beat-'em-up and platform. While this may have been a bonus, it didn't really add all that much to an otherwise by-the-numbers platform game.
There was also criticism for the way that all too often the game required Dojo to leap off-screen, without knowing it there was a platform beneath him, This contributed an unnecessary amount of blind luck to an already overly difficult game, said many critics. There was also concern at the lack of a password system, and the odd idea of saving the game to disk at the end of each section. Mind you, it did receive praise for the rather nice graphics, with Dojo himself being described as "a bit of a cutey".
Many also enjoyed the vast number of levels, and the ability to decide which order you play the levels in each world.
The soundtrack also received praise, and would later appear as a cover version on Elton John's 70th album, entitled ."A Hair Raising Musical Extravaganza". Possibly.

Ultimately though, Dojo's debut performance gained only a minor audience. It was put in the shade by the simultaneous arrival of The Addams Family and Fire and Ice, and the promise of Zool in the future.
A shame, but then Softwareland is a harsh place, and the average often get left behind by the trailblazers. An all-too-common tale, and no mistake. Take heed, boys and girls, take heed.

Amiga Computing Issue 52, September 1992, p.6 (Gamer)

G G G G *
Cute sprites, nice backgrounds and plenty of variety.
G G G G *
Optional oriental dity, and little karate shouts and thumps.
G G G * *
Progress relies on too much luck and not enough skill.
G G G * *
Overshadowed by bigger, better games at the same price.

Dojo Dan logo

Europress * £25.99

Dojo Dan In order to vanquish the evil Valrog, Dojo Dan must first traverse his way through 20 massive levels full of platforms, puzzles and pick-ups. This is a computer game which thinks it's a console cartridge: fast, very pretty, joystick-friendly and dead playable.
The huge levels do really sprawl, taking some exploring just to find their boundaries, let alone the exits!

The problem with Dojo Dan is the constant and unrelenting attack you come under from all manner of creatures. Dan must be a very unpopular bloke, because every living thing in the vicinity has come out to hit him, throw things at him or just get in the flippin' way. And it's the incessant barrage which eventually makes it grow tiresome. Great if you like your games packed to the very brim with hassle.
Steve Jarratt

Verdict: 80%

Amiga Format, Issue 37, August 1992, p.79

Don't do the Dojo, Dan!

Dojo Dan logo

Sorry, aber japanische Schriftzeichen auf der Packung machen aus einer 08/15-Prügelei noch keinen Karate-Knaller - genau wie grosse Glubschaugen allein halt nicht genügen, um einen Platform-Superhelden wie Mario Konkurrenz zu machen...

Dojo Dan Kurz und mittelprächtig: Wir haben es hier mit einer Art Light-Mix aus "First Samurai" und "Super Mario Worlds" zu tun. Nach einem kurzen Intro erwarten den Karateka fünf Level mit je vier einzeln anwahlbaren Platform-Landschaften voller Gegner und Extras. Da darf man sich nun durchprügeln, soweit es die etwas schwammige Stick-Steuerung mit ihren drei Fußritten und dem einen Faustschlag eben zulasst. Sich dücken und springen kann Dan auch, und die Auswahl an Extras ist ebenso vielfältig wie zahlreich (z.B. Zusatzleben, Karte Schützschilde, Geheimräume), trotzdem ist der Gesamteindruck wenig berauschend.

So trifft man häufig auf dieselben Feinde, die sich zum Teil auch durch sehr unsportliches Verhalten auszeichnen. Außerdem muß man ofters mal ins Ungewisse springen, aber vor allem halt sich die spielerische Abwechslung in engen Grenzen. Nur in einem kleinen Teil des Kampfgebiets läßt die Gegner-Dichte etwas nach und macht einer Sparversion des berühmten Konsolen-Hüpfers Platz. Gesehen braucht man das alles nicht unbedingt zu haben, bis auf zweieinhalb witzige Animationen ist die Grafik kaum origineller als das Gameplay. Die FX sind Geschmacksache, am ehesten kann eigentlich noch die fernöstliche Begleitmusik der Altmeister Allister Brimble und Matthew Simmons uberzeugen.

Alles in allem ein bißchen wenig um den Schwarzen Gurtel vom Speicher zu holen - dabei könnte man ihn für den relativ hohen Schwierigkeitsgrad gut gebrauchen. (mm)

Amiga Joker, October 1992, p.97

Amiga Joker
1 MB