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YIE AR KUNG FU

 

 

Professional, Originally Released On Cassette Only

 

Game Type          : Arcade; Beat-'Em-Up

Authors            : D. C. Ward & Peter Johnson

Standalone Release(s)   : 1984: YIE AR KUNG FU, Imagine, £9.95

                    1989: YIE AR KUNG FU, The Hit Squad, £2.99

Compilation Release(s) : None

Stated compatibility    : Electron

Actual compatibility    : Electron

Supplier            : IMAGINE,

Disc compatibility     : Unknown

 

 

Instructions

YIE AR KUNG FU is a test of skill development in the traditional Martial Arts. It features Oolong in his attempt to become a Grand-master in the ancient skills in honour of his father, a kung-fu master before him.

 

Your ultimate goal is to become a grand-master but to achieve this you must defeat a variety of opponents each more deadly than the last. They are armed with differing skills and weapons and must be overcome with a combination of 14 different moves.

 

The game takes place in two loactions, the first beside a waterfall and the second in front of the Bamboo Pagoda tht houses the Martial Arts Academy.

The fun and excitement of Kung Fu is about to begin as you face your foe. Your honourable opponents are...

 

BUCHU - A huge kung-fu fighter who can attack by flying through the air.

STAR   - A beautiful girl warrior who is an expert at throwing deadly stars or SHURIKEN.

NUNCHA    -  Master of the NUNCHAKU - beware his reach.

POLE   - Attacks with the ancient rod or BO.

FEEDLE    -  Throws different objects all of which must be avoided (Lanterns, Woks, Knives, Bricks and Yin/Yang symbols).

FAN    - Another female adversary, this time an exponent of the NINJAFAN.

SWORD - Sword-carrying opponent, a firesome and deadly foe.

CHAIN - This fighter is armed with a deadly chain.

CLONE - The Kung Fu master himself, who changes his form to yours to confuse you, and possesses all the skills and moves of Oolong, but faster.

FEEDLE (2) - More objects to catch you off guard. If you can survive this final test, you will truly become a grand-master.

 

The action continues however as your teachers pit you against odds to prove yourself further!

 

Game Controls

Oolong is controlled as follows:

The diagonal directions are obtained by holding down two of the direction keys simultaneously. The moves, showing their relevant keys, are as follows:

 

          * and X  Jump Right    *  Up     * and X  Jump Right

                             \    /|\    /

                               \   |   /

                     Z  Left <---+-+-+---> X  Right

                                   |

                                  \|/

                                ?  Duck

 

RETURN ..................................... Kick

ESCAPE ................. Return to hi-score table

DELETE .................................... Pause

SHIFT ..................................... Punch

COPY .................................... Restart

While in pause mode, Q and S will turn the sound off and on.

 

Attack Moves

 

* and RETURN .......................... High Kick

Z or X and RETURN .............. Round House Kick

? and RETURN ......................... Ankle Kick

RETURN whilst in Mid-Jump ........... Flying Kick

* and SHIFT .......................... Hook Punch

Z or X and SHIFT .................... Lunge Punch

? and SHIFT ......................... Ankle Punch

SHIFT whilst in Mid-Jump ........... Flying Punch

 

Oolong automatically attacks in the direction of his foe, except on the FEEDLE screens when he can face in either direction.

 

When the KO meter reaches 0 the player is knocked out.

 

You have three lives to begin your task. Good luck!

 

Status And Scoring

On-screen scoring indicates your current score, the highest score and the number of lives you have remaining. Bonus lives are awarded at 30,000 points and at every 80,000 thereafter. The score for each successful move is as follows:

 

Flying Punch ................ 600      Lunge Punch ................. 400

Flying Kick ................. 500      Round House Kick ............ 300

Hook Punch .................. 500      Ankle Punch ................. 300

High Kick ................... 400      Ankle Kick .................. 200

 

Points are also awarded for your number of KO hits remaining. If you get a "perfect" score then you are awrded 10,000 times the wave number.

 

Hints & Tips

*   Seek and attract each opponent's weak point

*   Remember Oolong can jump over his foes and put them offguard

*   Try hit and run tactics and keep your distance from armed opponents

 

 

Instructions' Source   : YIE AR KUNG FU (Imagine) Inner Inlay

 

 

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