Claim set · data/claims/yie-ar-kung-fu-history.yaml

Yie Ar Kung-Fu (history and reception)

Game: Yie Ar Kung-Fu.

Konami's arcade game came out in Japan in January 1985, by Akagi Masumi's list of arcade games. yie-ar-kung-fu-history/arcade-japan

BookアーケードTVゲームリスト 国内・海外編 (1971-2005) · 国内編 (Japan), コナミ工業 (Konami Industry), row 85/01 — the pinned OCR text has no page breaks: the row is at line 3354, under the heading コナミ工業 (line 3306, which the OCR reads as コナミエ業); the printed page has not been read on the scan85/01イ ー• アル • カン • フー (Yie Ar Kung Fu)Our translation85/01 Yie Ar Kung FuアーケードTVゲームリスト 国内・海外編 (1971-2005) · introduction, 国内編と海外編、リストの限界日本と海外の市場において出荷された TV ゲームを、国内編と海外編に区分して収録するOur translation(it) records the TV games shipped in the Japanese and overseas markets, divided into a Japan part and an overseas partChecked by a second AI model, 2026-11-06.

The list gives year and month only. No arcade flyer, manual, or period trade report has been read here.

Cited by: Yie Ar Kung-Fu

The arcade original is Konami's; Imagine's ZX Spectrum and Commodore 64 versions are conversions of it. yie-ar-kung-fu-history/arcade-maker

MagazineZzap!64, issue 12 (April 1986) · p. 24 (scan p. 23)delay Imagine's conversion of the Konami arcade game Yie Ar Kung FuCrash, issue 25 (February 1986) · p. 26 — the text layer garbles the line ("ftrmlv imbedoad tn tha ori'gina! Japanese Konami arcocki gaind"); the scout read the page imageThe game has its roots firmly imbedded in the original Japanese Konami arcade gameCrash, issue 48 (January 1988) · The CRASH History, February 1986 (scan p. 68) — the other Imagine game that month, besides MikieThe other, also a Konami conversionChecked by a second AI model, 2026-11-06.

Cited by: Yie Ar Kung-Fu

Konami published Yie Ar Kung-Fu for the Famicom in Japan, catalog number RC802, with a 1985 copyright. yie-ar-kung-fu-history/release-famicom

Manualイーアルカンフー 取扱説明書 (RC802) · PDF p. 1 — the text layer reads "@61985 Konami"© 1985 Konamiイーアルカンフー 取扱説明書 (RC802) · PDF p. 1 — the scout also read RC802 on the back cover (PDF p. 12) on the page imageRC802イーアルカンフー 取扱説明書 (RC802) · PDF p. 2 — the sentence opens この たびは (on this occasion), which the text layer reads as この ただび はコナミの“イー・アル・カンフー”をお買い上げいただきOur translation(thank you for) buying Konami's Yie Ar Kung-Fuイーアルカンフー 取扱説明書 (RC802) · back cover (PDF p. 12) — the text layer reads "コナ / ミミ 株式 会 社"; the scout read the back cover on the page image, with Konami's Tokyo addressコナミ株式会社Our translationKonami Co., Ltd.Checked by a second AI model, 2026-11-06.

Cited by: Yie Ar Kung-Fu

A retrospective catalog of Famicom games dates the Famicom release 22 April 1985, with Konami as its maker. yie-ar-kung-fu-history/release-famicom-day

Book懐かしファミコン パーフェクトガイド (Perfect Guide of Nostalgic Family Computer) · PDF p. 123, ファミコンソフト完全目録, 1985 — the text layer drops the row; the scout read it on the page image (cropped and enlarged)1985/04/22『イー・アル・カンフー』コナミOur translation1985/04/22, Yie Ar Kung-Fu, KonamiChecked by a second AI model, 2026-11-06.

The catalog is an unsigned retrospective mook that names no source for its dates. The Internet Archive item of the manual also dates it 1985-04-22, but that is the uploader's date, not one the booklet prints.

Cited by: Yie Ar Kung-Fu

The Famicom manual sets the game at the end of China's Qing dynasty: Lee, a kung fu master, goes to the Menma Tower, the castle of the Chaahan clan, to wipe out the clan, who commit evil across China, and bring peace back to China. yie-ar-kung-fu-history/premise-famicom

Manualイーアルカンフー 取扱説明書 (RC802) · printed p. 1 (PDF p. 3) — the text layer reads 未期 for 末期, 佑 for 塔, and 季 for the master's name, printed 李 (Lee); the scout read the page imageときは中国清朝も末期。…カンフーの達人…チャーハン一族撲滅のため、彼らの城である「メンマの塔」へとOur translationIt is the end of China's Qing dynasty. … the kung fu master … to wipe out the Chaahan clan, to their castle, the Menma Towerイーアルカンフー 取扱説明書 (RC802) · printed p. 1 (PDF p. 3) — the text layer runs this into "中国全量業をかさ"; the scout read the page image中国全土で悪業をかさねるOur translationwho commit evil deeds across all Chinaイーアルカンフー 取扱説明書 (RC802) · printed p. 1 (PDF p. 3) — the text layer reads はだして and チャヤーハン; the scout read the page imageはたしてリーは、チャーハン一族を倒し、中国に平和をとり戻すことができるかOur translationWill Lee defeat the Chaahan clan and bring peace back to China?Checked by a second AI model, 2026-11-06.

The British magazines' reviews of the Spectrum and Commodore 64 versions name the hero Oolong and give him another aim, becoming a kung fu master (yie-ar-kung-fu-history/premise-computer).

Cited by: Yie Ar Kung-Fu

The Famicom version has two levels, chosen with the SELECT button. Level 2 is harder: its enemies are stronger, and on level 1 the player turns to face the enemy automatically, where on level 2 the player controls which way Lee faces. yie-ar-kung-fu-history/levels-famicom

Manualイーアルカンフー 取扱説明書 (RC802) · printed p. 2 (PDF p. 4), レベル選択 — read on the page image (scout); the text layer garbles itSELECTボタンでLEVEL 1 又は 2を選択して下さい。1より2の方がより難しくなります。Our translationChoose LEVEL 1 or 2 with the SELECT button. 2 is harder than 1.イーアルカンフー 取扱説明書 (RC802) · printed p. 2 (PDF p. 4) — the text layer reads "LEVEL 1 より 2 の 万 敵 は 強く なり ます", 万 being 方 (than); not checked on the page imageLEVEL 1 より 2 の…敵は強くなりますOur translationEnemies are stronger on LEVEL 2 than on 1.イーアルカンフー 取扱説明書 (RC802) · printed p. 2 (PDF p. 4) — the text layer reads 万向 and あなだガ in the second half; the scout read the page imageLEVEL 1でのプレイヤーは自動的に敵の…方向に向きますが、LEVEL 2ではあなたが自分で向きをコントロールしますOur translationOn LEVEL 1 the player automatically faces the direction of the enemy, but on LEVEL 2 you control the facing yourself.Checked by a second AI model, 2026-11-06.

Cited by: Yie Ar Kung-Fu

The Famicom version has five stages, each with one opponent, and a bonus stage between the third and the fourth: Wang, who fights with a staff; Tao; Chin, who uses a chain; Lan, who throws shuriken; and Wu, a mysterious man. The stages then repeat in the same order, with the enemies getting stronger. yie-ar-kung-fu-history/structure-famicom

Manualイーアルカンフー 取扱説明書 (RC802) · printed p. 3 (PDF p. 5) — read on the page image (scout); the text layer scatters the stage list across the page's pictures第1ステージ……王(ワン) 第2ステージ……桃(タオ) 第3ステージ……陳(チン) ボーナスステージ 第4ステージ……藍(ラン) 第5ステージ……呉(ウー)Our translationStage 1, Wang; stage 2, Tao; stage 3, Chin; bonus stage; stage 4, Lan; stage 5, Wuイーアルカンフー 取扱説明書 (RC802) · printed p. 3 (PDF p. 5)棒術Our translationstaff fighting (beside Wang)イーアルカンフー 取扱説明書 (RC802) · printed p. 3 (PDF p. 5) — the text layer reads "ぐ さり 使い の"; read on the page image (scout)くさり使いのOur translationthe chain user (beside Chin)イーアルカンフー 取扱説明書 (RC802) · printed p. 3 (PDF p. 5)シュリケン使いのOur translationthe shuriken user (beside Lan)イーアルカンフー 取扱説明書 (RC802) · printed p. 3 (PDF p. 5)謎の男Our translationthe mysterious man (beside Wu)イーアルカンフー 取扱説明書 (RC802) · printed p. 3 (PDF p. 5) — the text layer reads ご の 順 and なはつて; the scout read the page image※この順でステージは繰り返えされますが、敵はどんどん強くなってゆきます。Our translationThe stages repeat in this order, but the enemies keep getting stronger.Checked by a second AI model, 2026-11-06.

The scout read Tao as a fire user on the page image; the text layer doesn't hold the caption, so the statement leaves it out.

Cited by: Yie Ar Kung-Fu

In the Famicom version a fight is won when the enemy's energy meter reaches 0. When Lee's energy runs out the player loses a life, and when every life is gone the game is over. yie-ar-kung-fu-history/fight-famicom

Manualイーアルカンフー 取扱説明書 (RC802) · printed p. 4 (PDF p. 6) — the cut is the meter, メーター, which the text layer reads as メーマー; not checked on the page image敵のエネルギー…が0になると勝ちですOur translationWhen the enemy's energy (meter) reaches 0, you win.イーアルカンフー 取扱説明書 (RC802) · printed p. 4 (PDF p. 6) — the cut is なくなると (runs out), which the text layer reads as な ご な る と; not checked on the page imageリーのエネルギーが…1人減ります。全滅したらゲームオーバーです。Our translationWhen Lee's energy (runs out), you lose one player. When all are gone, the game is over.Checked by a second AI model, 2026-11-06.

Cited by: Yie Ar Kung-Fu

In the Famicom version the player gains an extra life at 30,000 and at 100,000 points. Beating an enemy adds 800 points times the energy the player has left, a fight won without taking a hit scores a 5,000-point perfect, and each fan or sword knocked away in the bonus stage scores 200. yie-ar-kung-fu-history/scoring-famicom

Manualイーアルカンフー 取扱説明書 (RC802) · printed p. 4 (PDF p. 6), 得点 — text layer; not checked on the page image30,000点、100,000点をこえるとプレーヤーが1人づつ増えますOur translationPassing 30,000 and 100,000 points gives one more player each.イーアルカンフー 取扱説明書 (RC802) · printed p. 5 (PDF p. 7), 得点 — the sentence opens 敵を倒した場合 (when you defeat an enemy), which the text layer reads as 英 を 倒し だ 場合, and it reads the multiplication sign as X; not checked on the page imageプレイヤーの残っているエネルギー…800点が加算されますOur translationthe player's remaining energy × 800 points is addedイーアルカンフー 取扱説明書 (RC802) · printed p. 5 (PDF p. 7), 得点 — text layer; not checked on the page image一度も敵の攻撃を受けなかったらパーフェクト5,000点Our translationNot hit once by the enemy, perfect, 5,000 pointsイーアルカンフー 取扱説明書 (RC802) · printed p. 5 (PDF p. 7), 得点 — the line opens ボーナス (bonus), which the text layer reads as ポー ナス; not checked on the page imageステージのセンス、カタナ……各200点Our translation(Bonus) stage fans and swords: 200 points eachChecked by a second AI model, 2026-11-06.

Cited by: Yie Ar Kung-Fu

In the Famicom version's bonus stage, fans and swords fly at the player from both sides of the screen, to be punched or kicked away. One that hits the player ends the bonus stage, but costs no life. yie-ar-kung-fu-history/bonus-stage-famicom

Manualイーアルカンフー 取扱説明書 (RC802) · printed p. 6 (PDF p. 8), ボーナスステージ — the text layer splits the lines around their furigana ("画面の左右から", from the left and right of the screen, reads 苗の 名 から there); text layer, not checked on the page imageセンス、カタナ…プレイヤーめがけて…飛んできます。パンチやケリ…自分に当らないようにOur translationfans and swords fly at the player … so that they don't hit you, with punches and kicksイーアルカンフー 取扱説明書 (RC802) · printed p. 6 (PDF p. 8), ボーナスステージ — the cut, その場でボーナスステージ (the bonus stage, there and then), reads その 揚 で ボー ナス ステ ー ミ in the text layer; not checked on the page image自分に当ると…は終わりますが、プレイヤーは減りませんOur translationIf one hits you, (the bonus stage) ends, but you don't lose a player.Checked by a second AI model, 2026-11-06.

Cited by: Yie Ar Kung-Fu

In the Spectrum and Commodore 64 versions, as Crash and Zzap!64 describe them, the player is Oolong, who must honor his family by becoming a kung fu master; beating the last opponent makes him a Grand Master, and he then fights the same opponents again, meaner and faster. yie-ar-kung-fu-history/premise-computer

MagazineCrash, issue 25 (February 1986) · p. 26Oolong who, for reasons best known to himself, has to follow in the footsteps of his father and honour his family by becoming a Kung Fu Grand MasterCrash, issue 25 (February 1986) · p. 26the final opponent Oolong becomes a Grand Master, and has to challenge the same set of opponents all over again - only this time they're meaner and faster.Zzap!64, issue 12 (April 1986) · p. 24 (scan p. 23)Taking the role of Oolong the kung fu fighter, you have to salvage the honour of your family by becoming a master of the martial arts.Zzap!64, issue 12 (April 1986) · p. 24 (scan p. 23)he has to challenge the same ten opponents, only this time they 're meaner and faster.Checked by a second AI model, 2026-11-06.

Cited by: Yie Ar Kung-Fu

Crash counted nine opponents in the Spectrum version, and Zzap!64 ten in the Commodore 64 version, which it said kept the arcade game's opponents, controls, and backdrops. Crash said the Spectrum version had the arcade game's opponents and controls and two of its backdrops. The Famicom manual lists five opponents. yie-ar-kung-fu-history/opponents

MagazineCrash, issue 25 (February 1986) · p. 27, Comments box — the box's "Screens" linenine different opponentsCrash, issue 25 (February 1986) · p. 26 — the text layer garbles the line ("containit Ihe Mme oppyon- ents and controls, fts wetl 4« two of the badufrops"); the scout read the page imagecontains the same opponents and controls, as well as two of the backdrops from the coin-op versionZzap!64, issue 12 (April 1986) · p. 24 (scan p. 23)All the features of the original are included, with the same ten opponents, control method and backdrops.The Famicom version has five stages, each with one opponent, and a bonus stage between the third and the fourth: Wang, who fights with a staff; Tao; Chin, who uses a chain; Lan, who throws shuriken; and Wu, a mysterious man. The stages then repeat in the same order, with the enemies getting stronger. Manual — the Famicom version's five stages and bonus stageChecked by a second AI model, 2026-11-06.

The two British magazines disagree on the count. A second Crash reviewer says the player goes back to fight "Buchu" at the end; no source read here lists the arcade game's opponents.

Cited by: Yie Ar Kung-Fu

In the Spectrum and Commodore 64 versions Oolong has 16 special moves, among them the roundhouse, flying kick, and leg sweep, and the flying punch and ground kick, made with the joystick and fire button (Zzap!64) or, on the Spectrum, the joystick or nine keys (Crash). Crash describes walking, punching, and kicking modes. yie-ar-kung-fu-history/controls-computer

MagazineZzap!64, issue 12 (April 1986) · p. 24 (scan p. 23)Oolong, being rather good at the kung fu bit, has 16 special moves to confound, confuse and generally damage his opponents.Zzap!64, issue 12 (April 1986) · p. 24 (scan p. 23)These are all accessible via combinations of joystick directions and the fire buttonZzap!64, issue 12 (April 1986) · p. 24 (scan p. 23)Some of the moves like roundhouse, flying kick and leg sweep will be pretty familiar to kung fu fans, but others such as the flying punch, stride punch and ground kickCrash, issue 25 (February 1986) · p. 26 — the text layer reads "sijtleen special rrvoves", sixteen special moves; the scout read the page imagespecial moves to confound, confuse and generally kill off his opponents with. All these are accessed via the joystick or nine keysCrash, issue 25 (February 1986) · p. 26walking mode, punching mode, and kicking modeChecked by a second AI model, 2026-11-06.

Cited by: Yie Ar Kung-Fu

In both computer versions the player has five lives. On the Spectrum a bonus life comes at 20,000 points, and on the Commodore 64 a new life every 20,000 points. Each fighter has an energy bar; on the Commodore 64 a hit takes an eighth of it, and losing the bar costs Oolong a life and a rematch with the same opponent. yie-ar-kung-fu-history/lives-computer

MagazineCrash, issue 25 (February 1986) · p. 26a bonus life is given if you manage to reach 20,000 points.Crash, issue 25 (February 1986) · p. 26you lose one of your five lives and have to tackle the same opponent again.Zzap!64, issue 12 (April 1986) · p. 24 (scan p. 23)Every 20,000 points a new life is awarded.Zzap!64, issue 12 (April 1986) · p. 24 (scan p. 23)When you get hit an eighth of your energy is lost. After the eighth hit poor old Oolong loses one of his five lives and has to face the same opponent again.Revised after a check by a second AI model, 2026-11-06: Split Crash's single bonus life from Zzap!64's life every 20,000 points.

Crash says on the Spectrum a hit makes the bar diminish "slightly", without a figure.

Cited by: Yie Ar Kung-Fu

Imagine's ZX Spectrum version, at £7.95, was reviewed in Crash's February 1986 issue, which went on sale on 24 January 1986. yie-ar-kung-fu-history/spectrum

MagazineCrash, issue 25 (February 1986) · p. 26Producer: ImagineCrash, issue 25 (February 1986) · p. 26Retail price: £7.95Crash, issue 48 (January 1988) · The CRASH History, February 1986 (scan p. 68) — Crash's own history of its issues, in its Christmas 1987 issueIssue No. 25 Released on January 24thChecked by a second AI model, 2026-11-06.

Crash's credits box leaves the author's name blank.

Cited by: Yie Ar Kung-Fu

Imagine's Commodore 64 version came out after many months of delay, on cassette at £8.95, joystick only, and was reviewed in Zzap!64's April 1986 issue. yie-ar-kung-fu-history/c64

MagazineZzap!64, issue 12 (April 1986) · p. 24 (scan p. 23) — the text layer reads "A fter"After many months of delay Imagine's conversionZzap!64, issue 12 (April 1986) · p. 24 (scan p. 23) — the text layer splits "fin- ally" and reads "itto"finally makes it to the Commodore.Zzap!64, issue 12 (April 1986) · p. 24 (scan p. 23)Imagine, £8.95 cass, joystick onlyZzap!64, issue 11 (March 1986) · p. 14, letters, "More Rockford" — a reader's letter in the March 1986 issue, asking about the Commodore 64 versionwhen is Yie ArKung Fu coming out? The BBC has got its copy out so hurry up and release it.Checked by a second AI model, 2026-11-06.

Cited by: Yie Ar Kung-Fu

A version for the BBC Micro was out by March 1986, by a reader's letter to Zzap!64. yie-ar-kung-fu-history/bbc

MagazineZzap!64, issue 11 (March 1986) · p. 14, letters, "More Rockford" — signed "Jay Vardy, Stevenage, Hants"The BBC has got its copy outChecked by a second AI model, 2026-11-06.

Cited by: Yie Ar Kung-Fu

Yie Ar Kung Fu topped the C+VG Gallup Top 30 for all formats in Computer and Video Games's April 1986 issue, up from third, in its eighth week on the chart, with Imagine as its maker and versions for the Spectrum, Commodore 64, Amstrad, BBC, Electron, and a sixth machine coded MS, which the key doesn't explain. In the same issue's format charts it was first on the BBC, fourth on the Amstrad, fifth on the Commodore 64, and seventh on the Spectrum. yie-ar-kung-fu-history/chart-uk

MagazineComputer and Video Games, issue 54 (April 1986) · p. 36, April Top 30/All Formats — the columns are this month, last month, game, machine, manufacturer, weeks in chart1 3 Yie Ar Kung Fu SP, CO, AM, BB, MS, EL Imagine 8Computer and Video Games, issue 54 (April 1986) · p. 36, machine keySP = SPECTRUM CO = COMMODORE 64 AM = AMSTRADComputer and Video Games, issue 54 (April 1986) · p. 36, machine keyBB = BBCComputer and Video Games, issue 54 (April 1986) · p. 36, machine keyEL = ELECTRONComputer and Video Games, issue 54 (April 1986) · p. 36, Amstrad Top 104 Yie Ar Kung Fu/ImagineComputer and Video Games, issue 54 (April 1986) · p. 36, BBC Top 10 — the text layer interleaves the Spectrum and BBC columns; the scout read the BBC first place and the Spectrum seventh on the page image1 Yie Ar Kung Fu/ImagineComputer and Video Games, issue 54 (April 1986) · p. 36, Spectrum Top 10 — the chart prints "King"7 Yie Ar King Fu/ImagineComputer and Video Games, issue 54 (April 1986) · p. 36, CBM 64 Top 85 Yie Ar Kung Fu/ImagineComputer and Video Games, issue 54 (April 1986) · p. 36the latest C + VG Gallup Software Top 30Revised after a check by a second AI model, 2026-11-06: Restated as "with Imagine as its maker", as the chart prints it.

The key lists no MS; MSX is a guess this claim doesn't make.

Cited by: Yie Ar Kung-Fu

In June 1986 Computer Entertainer reported that IntelliCreations, owner of the Datasoft trade name, had acquired licenses from Konami for Ping Pong and Yie Ar Kung Fu, which it called a best-seller in Great Britain. yie-ar-kung-fu-history/us-license

MagazineComputer Entertainer, Vol. 5, No. 3 (June 1986) · p. 11, Imported GamesIntelliCreations has also acquired licenses from Konami for PING PONG and YIE AR KUNG FU. The latter is a martial arts game that is a best-seller in Great Britain.Computer Entertainer, Vol. 5, No. 3 (June 1986) · p. 11, New Games from IntelliCreations — the text layer drops the first letter ("ntelliCreations")IntelliCreations, owner of the Datasoft trade nameChecked by a second AI model, 2026-11-06.

No US release of the licensed versions has been found.

Cited by: Yie Ar Kung-Fu

Crash rated the Spectrum version 92% overall in February 1986: use of computer 86%, graphics 93%, playability 89%, getting started 85%, addictive qualities 93%, and value for money 88%. yie-ar-kung-fu-history/crash-score

Value
{
 "review": "Crash",
 "of": 100,
 "scores": {
  "use of computer": 86,
  "graphics": 93,
  "playability": 89,
  "getting started": 85,
  "addictive qualities": 93,
  "value for money": 88,
  "overall": 92
 }
}
MagazineCrash, issue 25 (February 1986) · p. 27, ratings — the text layer gives the labels, then the percentages in the same orderUse of computer Graphics Playability Getting started Addictive qualities Value for money OverallCrash, issue 25 (February 1986) · p. 27, ratings — the scout read the ratings on the page image86% 93% 89% 85% 93% 88% 92%Crash, issue 60 (January 1989) · p. 93 (scan p. 94), Konami Arcade Collection — the table gives the Crash issue that reviewed each game and its percentage; the text layer runs the title togetherYieArKungFu 25/92%Checked by a second AI model, 2026-11-06.

Cited by: Yie Ar Kung-Fu

The review made it a Crash Smash, one of two that month for Imagine with Mikie, as Crash's history of its issues recalls. It was praised for its arcade style playability, and one reviewer said Imagine was fast becoming one of the best development houses in Britain. yie-ar-kung-fu-history/crash-smash

MagazineCrash, issue 48 (January 1988) · The CRASH History, February 1986 (scan p. 68) — the subject is Mikie; the text layer reads "thiit month"which got its Smash, the first of two that month for ImagineCrash, issue 48 (January 1988) · The CRASH History, February 1986 (scan p. 68)which received praise for its 'arcade style playability', one reviewer commenting that Imagine was fast becoming one of the best development houses in the countryCrash, issue 25 (February 1986) · p. 26, review commentbecause of the variety of characters and excellent arcade style playabilityCrash, issue 48 (January 1988) · The CRASH History, February 1986 (scan p. 68, printed p. 50) — the page image (Internet Archive item crash-magazine-48, image n67), checked by the lead, reads "the first of two that month for Imagine. The other, also a Konami conversion, was the onomatopoeiac Yie Ar Kung Fu"; the text layer garbles the rest of the sentencefor Imagine, The other, also a KonamiRevised after a check by a second AI model, 2026-11-06: Quoted "for Imagine, The other, also a Konami", read on the page image.

Cited by: Yie Ar Kung-Fu

One Crash reviewer thought it a better game than Way of the Exploding Fist for its variety, and another found it too easy, easier than Exploding Fist, beating every opponent on a second go. yie-ar-kung-fu-history/crash-verdict

MagazineCrash, issue 25 (February 1986) · p. 26, review comment — the text layer garbles the line ("I found thte to be a J»ener ?ame than Way of the Exploding hi because si Its variety"); the scout read the page imageI found this to be a better game than Way of the Exploding Fist because of its varietyCrash, issue 25 (February 1986) · p. 27, review commentMy only complaint is that the game tends to be a bit too easy - even easier than Exploding Fist, I beat everyone on my second go!Checked by a second AI model, 2026-11-06.

The comments are unsigned on the page.

Cited by: Yie Ar Kung-Fu

Zzap!64 rated the Commodore 64 version 68% overall in April 1986: presentation 86%, graphics 64%, sound 84%, hookability 72%, lastability 70%, and value for money 65%, advising readers to play a couple of games before buying. yie-ar-kung-fu-history/zzap-score

Value
{
 "review": "Zzap!64",
 "of": 100,
 "scores": {
  "presentation": 86,
  "graphics": 64,
  "sound": 84,
  "hookability": 72,
  "lastability": 70,
  "value for money": 65,
  "overall": 68
 }
}
MagazineZzap!64, issue 12 (April 1986) · p. 24 (scan p. 23), ratingsPresentation 86%Zzap!64, issue 12 (April 1986) · p. 24 (scan p. 23), ratingsGraphics 64%Zzap!64, issue 12 (April 1986) · p. 24 (scan p. 23), ratingsSound 84%Zzap!64, issue 12 (April 1986) · p. 24 (scan p. 23), ratingsHookability 72%Zzap!64, issue 12 (April 1986) · p. 24 (scan p. 23), ratings — the text layer reads "Instability"Lastability 70%Zzap!64, issue 12 (April 1986) · p. 24 (scan p. 23), ratingsValue For Money 65%Zzap!64, issue 12 (April 1986) · p. 24 (scan p. 23), ratingsOverall 68% Have a couple of games before deciding to buy.Checked by a second AI model, 2026-11-06.

Cited by: Yie Ar Kung-Fu

Zzap!64's three reviewers were cool on the Commodore 64 version. One said it didn't play as well as the arcade original. Another found the Amstrad version superior and didn't enjoy this one at all, faulting its small sprites, which slide across the screen, but liked the backdrops and Galway's soundtrack. The third called it as dull as the other beat 'em ups, said its title music took a chunk of Jarre's Magnetic Fields, and expected fans of Way of the Exploding Fist to love it. The ratings praise the title-screen music. yie-ar-kung-fu-history/zzap-verdict

MagazineZzap!64, issue 12 (April 1986) · p. 24 (scan p. 23), review comment — the text layer splits "does- n 't"This has all of the features of the arcade game, but unfortunately it doesn't play as well as the original.Zzap!64, issue 12 (April 1986) · p. 24 (scan p. 23), review comment — the text layer reads "/ expected" and splits "orig- inal"I expected the 64 conversion of the superb arcade original to be better than the rest, but it's not - the Amstrad version is superior without a doubt.Zzap!64, issue 12 (April 1986) · p. 24 (scan p. 23), review comment — the text layer splits the sentence across a line breakI didn't enjoy it at all.Zzap!64, issue 12 (April 1986) · p. 24 (scan p. 23), review commentThe sprites look small and puny andZzap!64, issue 12 (April 1986) · p. 24 (scan p. 23), review comment — the text layer splits "back- drops"like the way they 'slide' across the screen. However, the backdrops are quite pleasant. Mr Galway's soundtrack is neatZzap!64, issue 12 (April 1986) · p. 24 (scan p. 23), review commentYie Ar Kung Fu is yet another conformist safe money spinner designed to cash in on the latest fad for the beat em up. And it's just as dull as all the others.Zzap!64, issue 12 (April 1986) · p. 24 (scan p. 23), review commentit really is a bit naughty to take a chunk out of Jarre's 'Magnetic Fields' for the title screen music.Zzap!64, issue 12 (April 1986) · p. 24 (scan p. 23), review comment — the text layer reads "/ don't"I don't like this game though I'm sure most Fist devotees will love it.Zzap!64, issue 12 (April 1986) · p. 24 (scan p. 23), ratingsSuperb title screen music and pleasant in-game tune.Checked by a second AI model, 2026-11-06.

The comments are unsigned in the text; the scout read reviewer portraits tagged G.L., J.R., and G.P. on the page image, and the Amstrad comment's as G.P. Zzap!64 gives the composer's surname only.

Cited by: Yie Ar Kung-Fu

Ocean's compilation The Magnificent Seven, advertised in Crash's January 1988 issue for the Spectrum, Amstrad, and Commodore on cassette, included Yie Ar Kung Fu as an extra free game, which the advertisement called best-selling; it gave 1 December as the day the pack went on sale. yie-ar-kung-fu-history/magnificent-seven

MagazineCrash, issue 48 (January 1988) · p. 195 (scan p. 197), advertisement — the text layer reads "Vic Ar Kung Fu"And what if there was an extra FREE game included - say the best selling - a martial-arts simulation "Yie Ar Kung Fu"Crash, issue 48 (January 1988) · p. 195 (scan p. 197), advertisementSPECTRUM, AMSTRAD, COMMODORE CASSETTECrash, issue 48 (January 1988) · p. 34, Christmas Collections — the compilation's entry in Crash's review of Christmas packs, its publisher line read "Octan" (Ocean) by the text layerTHE MAGNIFICENT 7Crash, issue 48 (January 1988) · p. 195 (scan p. 197), advertisementDecember 1stCrash, issue 48 (January 1988) · p. 195 (scan p. 197), advertisement — Ocean's Manchester address at the foot of the advertisementOcean HouseCrash, issue 48 (January 1988) · p. 195 (scan p. 197), advertisement — not in the text layer; read on the page image (Internet Archive item crash-magazine-48, image n196) by the lead, which also prints "And of course it's courtesy of ocean" above Ocean's logoIt's called... THE MAGNIFICENT SEVENRevised after a check by a second AI model, 2026-11-06: Quoted the advert's "THE MAGNIFICENT SEVEN" line (image n196) and dropped "Christmas 1987".

The text layer doesn't hold the pack's name or the line crediting Ocean; both were read on the page image.

Cited by: Yie Ar Kung-Fu

Yie Ar Kung Fu and Yie Ar Kung Fu II were both in the Konami Arcade Collection compilation, whose contents Crash listed in January 1989 with each game's original review score; by July 1989 a mail-order advertisement in Your Sinclair offered the pack at £6.99. yie-ar-kung-fu-history/konami-arcade-collection

MagazineCrash, issue 60 (January 1989) · p. 93 (scan p. 94), Collectable ConsumablesKONAMI ARCADE COLLECTIONCrash, issue 60 (January 1989) · p. 93 (scan p. 94), Collectable Consumables — the text layer runs the title togetherYieArKungFu 25/92%Crash, issue 60 (January 1989) · p. 93 (scan p. 94), Collectable ConsumablesCRASH issue featured in, and review percentage givenYour Sinclair, issue 43 (July 1989) · p. 20 (scan), mail-order advertisementKONAMI ARCADE COLLECTION Only £6.99 JAIL BREAK + GREEN BERET + YIE AR KUNG FU + PING PONG + YIE AR KUNG FU IIChecked by a second AI model, 2026-11-06.

The text layer reads the Collection's Yie Ar Kung Fu II row as "YieArKiJngFult 37/46%", and its publisher line as "imsgirw"; neither has been read on the page image. Your Sinclair 43's printed page for the advertisement has not been checked against the scan.

Cited by: Yie Ar Kung-Fu