Thomas
The martial artist controlled by the player, fighting through the building to rescue Sylvia.
Documented for this version
Joystick Left/Right | Move left or right |
|---|---|
Joystick Up | Jump |
Joystick Down | Crouch |
Punch button | Punch |
Kick button | Kick |
The arcade cabinet uses an eight-way joystick and separate punch and kick buttons.
Exact cabinet button labels may vary by machine.
How it plays
Thomas advances from left to right across five floors, defeating enemies and reaching the elevator at the end of each section. Each floor contains regular attackers, hazards, and a boss encounter, with the final floor leading to Mr. X.
The joystick moves Thomas, makes him crouch or jump, and helps position attacks. Punches are quicker, while kicks provide different reach and timing. Players must read enemy entrances, duck or jump over threats, and exploit openings. Completing a floor advances the rescue mission; after the ending, the game can continue at a higher difficulty loop.
Plan your run
Stay near the center of the screen so incoming enemies can be reached without being trapped at an edge. Use crouching attacks against low or close threats, and jump over knives, jars, and other projectiles when attacking is unsafe.
Learn the timing of each floor boss rather than attacking continuously. Preserve lives by prioritizing enemies entering from behind, and avoid jumping unless it clears a hazard or creates a safe opening. On later loops, faster patterns make positioning and conservative attacks increasingly important.
Meet the cast
The martial artist controlled by the player, fighting through the building to rescue Sylvia.
Thomas's kidnapped girlfriend, held inside Mr. X's building.
The crime lord who abducts Sylvia and serves as the final boss.
Kung-Fu Master is a side-scrolling martial-arts beat 'em up developed and published by Irem for arcade systems in 1984. The player controls Thomas, who fights through a five-floor building to rescue Sylvia from the crime lord Mr. X. Its play style combines precise punches, kicks, crouching attacks, jumps, and enemy-pattern recognition rather than weapon use or inventory management. The game became an influential early beat 'em up, especially for its straightforward side-view combat and demanding enemy timing. Its structure, memorable bosses, and escalating hazards helped establish conventions later used by action and martial-arts games. The Japanese version was released as Spartan X, while the international arcade release used the title Kung-Fu Master.
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