Kung-Fu Master/Versions

Amstrad CPC
Published by U.S. Gold in England in 1987.

Apple II
Published by Data East in 1985. As expected, the graphics are quite limited.

Atari 2600
Developed by Activision and published in 1987. One of the last commercially developed games made available during the Atari 2600's market lifetime. Quite limited compared to the arcade version, but rather well done for an Atari 2600 game.

Atari 7800
Developed by Absolute Entertainment, an off-shoot of Activision, and published in 1989. Having been published after the NES version rose to popularity, copies are quite rare and hard to find.

This version gets rid of moving jumps and their kicks, greatly cutting down on available options. The bosses themselves are more difficult, especially the stick fighter that lacks his minimum range weakness, and where the only option appears to be trying to trade blows as quickly as possible after completing the rest of the stage with perfect play.

On the second floor, the confetti ball is replaced by a bomb that shoots fire in one of three directions. The boomerang thrower plays similarly to the arcade version, but only throws one boomerang.

The fourth floor's lightning magician will only throw easily dodged lightning bolts and is eliminated by crouched punches.

Commodore 64
Published by Data East in 1985.


 * As the joystick for this platform only as one button, you can switch between kick and punch attacks using Space.
 * Shift G brings out a pistol, but only on the first floor.
 * You can choose your starting floor.
 * There is no visual indicator on level progress, as with the Arcade or NES versions.
 * Some enemies have an extremely short buildup before their attack.

NES
Developed and published by Nintendo in 1985, for the Famicom in Japan as "Spartan X", and for the NES around the world as "Kung Fu". One of the most complete and most popular conversions of the game. Every feature of the arcade is found in this version, albeit with simplified graphics.


 * A deadzone for kick attacks is more noticable in this version, however, gameplay is not much different.
 * Forward jumps are easier to perform, but you still need to be walking to make the jump.
 * The initial screen provides Game 'A' and Game 'B'. This adjusts the difficulty, where game 'B' is harder.
 * The Black Magician can only be hurt by crouching punches. Crouching kicks have no effect, and a strike to the head causes it to fall off and reform a moment later. Missed attacks do not paralyze Thomas.
 * On completing the second loop, the hearts appear in a heart pattern (rather than just being five).

Sinclair ZX Spectrum
Published by U.S. Gold in England in 1985.