Riki
The playable martial artist. Riki fights through hostile territory and faces the bosses at the end of each stage.
Documented for this version
D-pad | Move Riki |
|---|---|
Button 1 | Punch |
Button 2 | Kick |
Button 1Button 2 | Jump Press both action buttons together. |
How it plays
Black Belt is viewed from the side as Riki advances through linear stages. Each stage sends groups of enemies onto the screen from both directions, and the objective is to defeat them while moving toward a boss encounter.
The player can walk, jump, punch, and kick. Enemies have different attack patterns, while some stages include hazards or stronger opponents. Progression is stage-based rather than character-based: completing a section leads to the next area, with boss battles providing the main change in pace.
Plan your run
Stay near the center of the screen so approaching enemies can be seen from either direction. Use kicks to control space and punches when an opponent is close.
Jump over crowded groups rather than trading hits with every enemy. Against bosses, learn the timing of their approach, attack after they commit to a move, and avoid standing directly in front of them for too long.
Meet the cast
The playable martial artist. Riki fights through hostile territory and faces the bosses at the end of each stage.
Before you begin
Use the jump to escape when enemies surround Riki.
Alternate punches and kicks instead of repeatedly using one attack.
Memorize boss timing; safe openings are more important than rushing.
Black Belt is a side-scrolling martial-arts beat 'em up developed and published by Sega for the Sega Master System. The player controls Riki, a powerful fighter traveling through a dangerous post-apocalyptic setting and confronting gangs, creatures, and larger-than-life bosses. Its play style centers on direct movement, punches, kicks, and jumps rather than complex weapons or character customization. Released in 1986, the game is a Westernized adaptation of Hokuto no Ken, with character names and visual details changed for international markets. Contemporary reception generally recognized its responsive controls and lively action, although its short structure and repetitive enemy patterns limited its depth. It remains a notable early console beat 'em up and an interesting example of Sega localizing a licensed Japanese property.
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