Kung-Fu Master/Gameplay

Movement

 * [[File:Arcade-Stick-Left.png]] or [[File:Arcade-Stick-Right.png]]: Press left or right to walk in either direction. Which direction is forward depends on what level you are currently in.  Levels 1, 3, and 5 require the player to walk left in order to advance, while levels 2 and 4 are the opposite.
 * [[File:Arcade-Stick-Up.png]]: Press up to jump. You can not jump if you are being held by an opponent.
 * ([[File:Arcade-Stick-Left.png]] or [[File:Arcade-Stick-Right.png]]) [[File:Arcade-Stick-Up.png]]: Performs a forward jump, if you have been walking in the direction for enough time.  The time is equivalent to walking across three floor boards.
 * [[File:Arcade-Stick-Down.png]]: Press down to crouch.

Attacks

 * [[File:Arcade-Button-Punch.png]]: Press to throw a standing punch. Press repeatedly for stationary rapid-fire punches.
 * [[File:Arcade-Stick-Up.png]][[File:Arcade-Button-Punch.png]]: Press up to jump, then press punch in mid-air for one jump punch. (Only hits those very rare targets that are too high for jump kicks).
 * [[File:Arcade-Stick-Down.png]][[File:Arcade-Button-Punch.png]]: Press to throw a crouching punch. Press repeatedly for stationary rapid-fire crouching punches.
 * [[File:Arcade-Button-Kick.png]]: Press to perform a standing kick. Press repeatedly for stationary rapid-fire kicks.
 * [[File:Arcade-Stick-Up.png]][[File:Arcade-Button-Kick.png]]: Press up to jump, then press kick in mid-air for one jump kick. Usually hits most but not all targets that get hit by standing kicks.
 * [[File:Arcade-Stick-Down.png]][[File:Arcade-Button-Kick.png]]: Press to perform a crouching kick. Press repeatedly for stationary rapid-fire foot sweeps.

Thomas
Thomas is the hero of the game. He must advance through the five floors of the Devil's Temple and rescue his girlfriend Sylvia from the clutches of Mr. X, who resides on the top floor. An accomplished martial artist, Thomas is capable of taking on the massive army of grunts that Mr. X throws Thomas's way. In addition to regular enemies, there are four bosses that must be defeated before Thomas can face Mr. X. Thomas must punch and kick his way to the top of the Temple.

Sylvia
Sylvia is Thomas's girlfriend. She is captured while Thomas is distracted, and used as bait to lure Thomas in the to Devil's Temple. She waits helplessly at the top of the temple, bound to a chair behind Mr. X. She can only be freed after Thomas defeats Mr. X in hand-to-hand combat.

Gripper
''Kick: 100 points. Punch: 200 points. Jump Kick: 200 points.'' Grippers are the most common enemy throughout all of Devil's Temple. They approach Thomas from either direction. If they get close enough to grab Thomas, they begin to strangle him and drain his energy. The more Grippers that surround Thomas, the faster his energy drains. Once Grippers grab Thomas, the only way to shake them off is to shake the joystick. Once shaken off, they fall harmlessly to the ground. Four Grippers are the most that will appear at one time.

It is possible to knock up to three Grippers down with a single jump kick if they are spaced closely enough. In this case, the second Gripper is worth 400 points and the third is worth 800 points. Successfully jump kicking every twelfth Gripper is worth 5000 points.

Knife Thrower
''2nd Kick: 500 points. 2nd Punch: 800 points. 2nd Jump Kick: 1,000 points.'' Knife Throwers have a never ending supply of knives to throw at Thomas' face or at his waist. High knives must be ducked, while low knives must be jumped. Knife Throwers tend to maintain distance from Thomas, and often run away if Thomas approaches them. They will only stay in place if Thomas gets closer to them while they were throwing a knife. If you try to retreat, they will always give chase. One Knife Thrower alone isn't so bad, but he's not always alone. Getting surrounded by two knife throwers can be tough. Focus on the one that threw a knife most recently and keep your eye on the other thrower to avoid getting hit with his knives. Just hope one doesn't throw high when the other one throws low. They must be struck twice to be defeated. If the second strike does not immediately follow the first, he will throw another knife very soon after.

Tom Tom
''Kick: 200 points. Punch: 300 points.'' Like Grippers, Tom Toms (usually) try to grab Thomas and drain his energy, but Tom Toms are not tall enough to get hit by standing attacks, only crouching attacks. However, every so often, a random Tom Tom will leap into the air. If you remain crouched, he will stomp your head, which costs you some energy. If you stand up or jump, he will bounce off your trunk and cause you no damage. It is possible to jump straight up clean over a single Tom Tom, or forward jump over two Tom Toms if perfectly timed and spaced.

Snakes
''Kick Pot: 100 points. Punch Pot: 200 points'' Snakes, and the pots that they come from, are first found on the first half of Floor 2 of the Devil's Temple. Green pots that fall from the ceiling can be punched or kicked before they land. Any green pot that reaches the floor crashes open freeing an invulnerable snake who immediately advances in your direction, and must be jumped over in order to avoid taking damage from it.

Dragons
''Kick ball: 500 points. Punch ball: 600 points.'' Kick or Punch Dragon: 2,000 points. Like snakes, dragons first appear in the first half of Floor 2. They are inside striped balls that drop from the ceiling, which can also be destroyed before they land. When they land, a dragon appears, staying still. After a moment, they spit hot fire at your face. If you cannot punch or kick its mouth before it spits hot fire, you can either crouch beneath the flame, or simply remain out of its range. After its breath weapon is depleted, it disappears.

Confetti Ball
Jump Kick: 1,000 points. Confetti Balls are the only other objects that appear during the first half of Floor 2. They drop from the ceiling, but unlike Snake Pots and Dragon Balls, they hover in the air for a few seconds, then explode in three dangerous pieces, any of which can harm Thomas if he gets hit. Before they explode, you must either use a jump kick to destroy them, walk far enough walk away to be out of range, or manage to evade the pieces with careful positioning.

Poisonous Moth
''Kick: 500 points. Punch: 600 points.'' Poisonous Moths first appear through the first half of Floor 4, from holes cut out from the wall. They hover in the air and fly through the hallway, getting in the way. They can be punched or kicked, but they usually change their level, sometimes making them challenging to hit. Generally speaking, moths behind you can be ignored unless they catch you up for any reason. Moths in front of you should be avoided if possible, or attacked if necessary.

Floor 1
2,000 points. The first boss of the Devil's Temple is the Stick Fighter. He wields a large staff with long reach. However, with no punches or kicks, he cannot strike Thomas when Thomas is standing very close to him. Therefore, get inside his staff's range as quickly as possible, and strike the Stick Fighter with crouching punches and kicks until you push him far enough away for him to hit you with his staff. Retreat briefly to regroup, then get inside his staff's range again and repeat until he is defeated.

Floor 2
3,000 points. The boss of the second floor is the Boomerang Fighter. Much like the Knife Thrower, the Boomerang Fighter tends to stand in place and tosses boomerangs at Thomas. Boomerangs must be avoided just like knives, but then also again as they swerve back around. There is no way to predict whether he will throw one or two boomerangs, whether he will throw either of them high or low, or whether they will change level or not when they swerve. Once one boomerang is thrown, close in to attack. He generally waits for all of his boomerangs to return before moving, giving you ample opportunity to defeat him. Just keep an eye on your health.

Floor 3
3,000 points. The third floor boss is gigantic, which makes him an easy target, but he hits harder than anything else. Even at full health, any two hits from him is enough to knock you out. Your best offense is a flying jump kick executed running toward him so you land as close as possible to him, followed by a flurry of crouching punches. If his first attack is a punch and his second is a kick, even this may not work if you cannot land enough crouching punches before his kick connects. You can also try to time jump kicks staying just outside his range, which works well if you connect while he happens to be retreating.

Floor 4
5,000 points. The fourth floor boss, The Black Magician, is deceptively difficult. He throws magic fireballs at your head which must be punched kicked or ducked, or toward your feet which must be punched kicked or jumped. Often, the fireballs transform into moths, dragons, or snakes when they reach the extent of their travel. Attacking the Black Magician requires a bit of guess work. Between his face and his chest, only one target is undefended. Hitting the wrong one causes the Black Magician to teleport back a short distance, freezing you in the process. Occasionally, the Black Magician will create a fully functional double which will appear on Thomas' other side, but only one can be hurt, and it's not always the one on the right. Quick attacks and good judgment are your best weapons against the Black Magician.

Floor 5
10,000 points. Mr. X is your ultimate opponent. His initial defense is impenetrable, plus he has a longer range than Thomas, and lightning fast attacks. The trick to fighting Mr. X is to keep him on the defense. Attack him relentlessly with rapid successions of kicks, either high or low, switching up randomly so some of your attacks might slip past his defense. Even if you can't land a hit on him, pressing your attack will push him away from you so that he can't attack. Wait for the right moment to change your attack, and remember that he can block, but you cannot. Once you knock him out, Sylvia can be safely rescued.