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Kung-Fu Master - Absolute Entertainment - Atari 7800     HTML Manual   

Kung Fu Master

Kung Fu Master






                                  KUNG-FU
                                  MASTER



                        For the Atari (r) 7800(tm)




                              KUNG-FU MASTER

          The gorgeous Princess Victoria is imprisoned in
          the Evil Wizard's Temple.  As Kung-Fu Master, you
          must free her.  Unfortunately, the Temple's five     
          tortuous levels are seething with menacing foes.     
          Smash your way through one level and start the       
          next with a renewed energy meter and timer.          
          Once you free your Princess, it's back to the        
          beginning where your foes return faster and nastier. 



                              Getting Started

    1.  Turn game system power switch OFF.

    2.  Insert the Kung-Fu Master cartridge as directed in your game
        system's owner's manual.

    3.  Turn the power switch ON.

    4.  Press the GAME RESET lever to begin a 1-player game.  Press
        the GAME SELECT lever, then the GAME RESET lever to 
        begin a 2-player game.




                             Game Status Area

Watch this important information in the upper half of your screen:

Score
As you kick and punch your way to victory your score will increase
with each successful blow.  You will also earn points for each
enemy guarding the end of each temple level.

Timer
As time runs out this number keeps getting smaller.  When it
reaches 0 one life is over.

Your Energy Bar
The first bar, labeled PLAYER, meters your energy level.  When it
runs out one life is lost.

Enemy Energy Bar
The second bar, labeled ENEMY, meters the energy for your final
foe on each level of the temple.  You must destroy all his energy to
defeat the enemy and move on to the next level.

Lives
The head icons to the right of the energy bars represent the
number of lives remaining.  You start with four lives at the
beginning of the game.

Floor Indicator
The five squares at the bottom of the status area represent the
five levels of the Evil Wizard's temple.  The level you are currently
fighting on is represented by a flashing yellow square.  The levels
you have conquered are represented by solid yellow squares.

Note on two-player games:
Play alternates whenever a player loses a life.  The second player's
timer, and energy bars appear when the first player loses a life and
vice versa.  If one player loses all his lives, the other player continues
without interruption until the game is over.




                               Temple Enemys

Henchmen
One kick or punch knocks them out.  Don't let them get too close
or hold on to you and watch out from all sides.

Knife Throwers
Two punches or kicks will take them out.  Duck or jump to avoid
their knives.

Midgets
These tumbling trouble-makers approach from all sides.  A low kick
or punch works best or knock them with your head by jumping up
as they tumble over you.

Dragon Balls
These falling balls conceal dragons.  Destroy each ball with a single
kick or punch before it hits the ground or fight the dragon when it 
emerges.

Snake Baskets
The falling baskets hold terrible snakes.  Smash them before they
hit the ground or jump to avoid the creatures inside.

Spinning Bombs
These bombs spin for a moment and then explode in any
direction.  Move away from them to avoid their blast.

Killer Moths
These stingers will try to hurt you. Hurt them first with a kick or
punch.

The Five Masters
One is waiting for you at the end of each level.  He can't kill you
with one blow but each hit will deplete some of your energy.  If your
energy is already low when you meet him--watch out!  Here's who 
waits for you and where:
     
                  Level 1 -- Stick Fighter
                  Level 2 -- Boomerang Thrower
                  Level 3 -- Giant Kicker
                  Level 4 -- Lightning Magician
                  Level 5 -- Gang Master





           


                                Your Moves

To move right or left:  Move joystick right or left

To jump:  Push joystick forward

To squat:  Pull joystick back

To kick high:  Move joystick right or left and press button

To kick low:  Pull joystick back and press button

To punch high:  Pull joystick diagonally forward to right or left and
press button

To punch low:  Pull joystick diagonally back to right or left and 
press button

To break Henchman's hold:  Jiggle joystick from side to side




                      Earn More Points and More Lives

                         Points              Points Per
Enemy                    Per Kick            Punch
Henchman                 100                 200
Knife Thrower            500                 800
Midgets                  200                 300
Dragon Ball              2000                2000
Killer Moths             500                 600
Stick Fighter            2000                2000
Boomerang Thrower        3000                3000
Giant Kicker             3000                3000
Lightning Magician       5000                5000
Gang Master              10,000              10,000

Any time left at the end of a level is multiplied by 10 and added to
your score.  Any energy left at the end of a level is multiplied by 100
and added to your score.

You can win an extra life at 75,000 points.  Good luck!

                          Final Words To The Wise

Don't punch or kick without a reason.  A true Kung-Fu Master
strikes quickly and carefully.

Find your enemy's weak spot.  Learn what kind of blows hurst each
for the most.

Don't battle snakes or spinning bombs.  The best you can do is 
stay out of their way.

No single enemy blow can kill you.  (You are a Master after all.)
Each blow, however, does deplete your energy and makes you
weak.  The right blow at the wrong time CAN kill you.

Watch your timer.  When it runs out one life is lost.




                                 WARRANTY

Absolute Entertainment, Inc. warrants to the original retail purchaser of 
this video game computer program product ("Program") that the game 
cartridge in which the Program is embodies will be free from defects in 
material and workmanship for 90 days from the day of purchase.  If your 
game cartridge becomes defective during that period, Absolute 
Entertainment, Inc. will replace it free of charge.

To replace a defective cartridge during the warranty period, mail the 
entire game cartridge, proof of your purchase with the purcahse date 
circled, a brief statement describing the defect, and a large, self-
addressed, stamped envelope to:

                              Warranty Offer
                              Absolute Entertainment, Inc.
                              P.O. Box 116
                              Glen Rock, N.J.  07452

If your cartridge fails after the end of the 90-day warranty period, you 
may return it to Absolute Entertainment, Inc. at the address above with a 
check or money order for $17.50, a brief statement describing the defect, 
and a large, self-addressed, stamped envelope.

We recommend that defective cartridges be packaged carefully and sent 
certified mail, return receipt requested.  Absolute Entertainment, Inc. 
will not be responsible for replacing defective cartridges until they have 
been received by us at the above address.

This warranty is limited to the cartridge originally supplied by Absolute 
Entertainment, Inc. and is not applicable to the Program embodied in the 
catridge.  This warranty will not be honored if the defect has arisen 
through abuse, mistreatment, improper care of the cartridge, neglect, or 
normal wear and tear.

THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES, WHETHER ORAL OR WRITTEN, 
EXPRESSED OR IMPLIED, INCLUDING ANY WARRANTY OF MERCHANTABILITY OF FITNESS 
FOR A PARTICULAR PURPOSE, AND NO OTHER REPRESENTATIONS OR CLAIMS OF ANY 
NATURE WILL BE BINDING ON OR OBLIGATE ABSOLUTE ENTERTAINMENT, INC. IN NO 
EVENT WILL ABSOLUTE ENTERTAINMENT, INC. BE LIABLE FOR SPECIAL, INDIRECT, 
INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE, OR 
MALFUNCTION OF THIS PRODUCT, INCLUDING DAMAGE TO PROPERTY, AND TO THE 
EXTENT PERMITTED UNDER THE LAW, DAMAGES FOR PERSONAL INJURY, EVEN IF 
ABSOLUTE ENTERTAINMENT, INC. HAS BEEN PREVIOUSLY ADVISED OF THE POSSIBILITY 
OF SUCH DAMAGES.  

THE PROGRAM IS SOLD "AS-IS" AND NO WARRANTIES, EXPRESSED OR IMPLIED, 
INCLUDING WARRANTIES FOR MERCHANTABILITY OR FITNESS OF PURPOSE, WILL BE 
APPLICABLE.

SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS 
AND/OR THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, 
SO THE AVOVE LIMITATIONS AND/OR EXCLUSION OR LIMITATION OF LIABILITY MAY 
NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS, AND YOU 
MAY HAVE OTHER RIGHTS WHICH VARY FROM STATE TO STATE.















                                 ABSOLUTE
   AM-039-03                 ENTERTAINMENT (r)


This document obtained from the History of Home Video Games Homepage, ©1997-1998 by Greg Chance