One version is common, at least one other version is rare
 Game design by Hugo Hoekstra; level design by Hugo Hoekstra & Marc Diepstraten. Main coding by Michiel Pelt; additional coding by Michael van der Zel & Michiel Pelt; artificial intelligence (AI) by Richard van Meurs. Graphics engine by Michiel Pelt; gfx by Hugo Hoekstra, animation by Marc Diepstraten & Hugo Hoekstra; raytracing by Don Woldhuis; paintings taken from the A J Hoekstra-Baruch Collection. Music by Boudewijn Pelt, Jeroen Petrick & Remon Vos; sound FX by GREED.
 Game was distributed in Europe by ALTER interservice, The Netherlands.
 Game CD contains execs for 4 different Amiga configurations which, according to the game manual, require different methods of launching the game:
(a) CD32 - Turn on CD32 and insert CD, but WAIT until the music has played before closing the lid. The game will boot automatically once the lid is closed. The game otherwise will not boot due to a CD32 bug, which will not free system memory as it should.
(c) A1200 / 2Mb chipram only - Reset Amiga, hold down both mouse buttons, and disable all FDDs and HD partitions except the boot partition on the early startup menu. Select 'Boot without startup-sequence' and launch the game from the CLI as follows:
mount devs:dosdrivers/CD0 [return] (mounts CDROM drive, adjust path as required) execute CD0:Lowmem [return]
(d) A1200/4000 + 4Mb ram - Launch from WB by double-clicking the game icon.
 KANG FU includes the following features:
- 68020-060 compatibility - enhanced graphics and sound using optional fastram - hires gfx (non-interlaced) with approx. 1000 colours on-screen - dual playfield with HAM (digitised HAM backgrounds in second playfield and digitised objects in foreground) - 50 FPS update, fullframe scroll and objects - 22 CDDA soundtracks - joypad/joystick auto-detection - full game manual (English/German) in-game, as well on CD in text format (see HERE)
 On completing KANG FU, the authors congratulate players and make mention of a possible sequel, KANG FU 2. The sequel was never officially announced and may not even have made it to the storyboard stage (let alone had any coding started on it).