Although the game is played from CD, it expects 'lowlevel.library' in the SYS:Libs directory on HD.
[1] Game design by Hugo Hoekstra; level design by Hugo Hoekstra and Marc Diepstraten.
Main coding by Michiel Pelt; additional coding by Michael van der Zel and Michiel Pelt; artificial intelligence (AI) by Richard van Meurs.
Graphics engine by Michiel Pelt; gfx by Hugo Hoekstra; animation by Marc Diepstraten and Hugo Hoekstra; raytracing by Don Woldhuis; paintings taken from the "A J Hoekstra-Baruch Collection".
Music by Boudewijn Pelt, Jeroen Petrick and Remon Vos; sound FX by GREED.
[2] Game was distributed in Europe by ALTER interservice, The Netherlands.
[3] Min. Requirements: AGA chipset, 68020 CPU, 1.8MB free chipram or more, CDROM drive.
Recommended: fastram (for enhanced graphics and sound).
[4] Game CD contains main 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.
(b) SX32/SX1 + 4Mb ram - From CLI type: Execute CD0:SX32 [return]
(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.
[5] 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, full-frame scroll and objects
- huge digitised end-of-level enemies and more than 750 frames of animation
- 10 levels spanning over 600 screens and random level selection
- 22 CDDA soundtracks
- joypad/joystick auto-detection
- full game manual (English/German) in-game, as well on the game CD in text format [see HERE]
[Source: GREED website]
[6] KANG FU(playable demo) is available for download on AminetHERE (dir: game/demo/KangFuDEMO.lha).
Min. Requirements: at least 2MB chipram.
[7] On completing KANG FU, the authors congratulate players and make mention of a possible sequel KANG FU 2 (see HERE). The sequel was never officially announced and possibly never even made it to the storyboard stage, let alone had any coding started on it.
[8] KANG FU was also included as a bonus with Professional File System 2(PFS2), published by the same developer (see HERE).
[9] Guide/Walkthrough by whowasphone404.
(LEVEL CODES)
Level codes are as follows :
Level 2 (difficulty: beginner) - BERKA
--------------------------------------
Level 2 (difficulty: normal) - KLOOT
Level 2 (difficulty: normal) - HOEWA
[Source: Solaris104, via message posted on AmigaPortal.cz]
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