1. Visual cues are littered throughout the entire game. Sometimes it'a camera flash, sometimes it's the opponent blinking, to give you a warning.
2. The game play design is pretty consistent. Each fight gets progressively more difficult, but there is almost always a critical weakness of each opponent. Exploiting (or even finding) the critical weakness gets harder and harder as you progress.
The most obvious example of this design was King Hippo. Using traditional fighting style made it seem like he was impossible to beat. The only way to beat him was to stun him and punch him in the stomach. If you punched left, right, left, right, repeatedly, you could knock him out in one stun cycle. Learning this as a 10 year kid was great fun and made you feel like a genius/gaming god.
1. Visual cues are littered throughout the entire game. Sometimes it'a camera flash, sometimes it's the opponent blinking, to give you a warning.
2. The game play design is pretty consistent. Each fight gets progressively more difficult, but there is almost always a critical weakness of each opponent. Exploiting (or even finding) the critical weakness gets harder and harder as you progress.
The most obvious example of this design was King Hippo. Using traditional fighting style made it seem like he was impossible to beat. The only way to beat him was to stun him and punch him in the stomach. If you punched left, right, left, right, repeatedly, you could knock him out in one stun cycle. Learning this as a 10 year kid was great fun and made you feel like a genius/gaming god.