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