Kung-Fu Heroes (U) and Super Chinese (J) FAQ/walkthrough (NES) October 6, 2007 v1.0 dammit9x at hotmail dot com Copyright 2007 This document may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any unauthorized web site or as a part of any public display is strictly prohibited and a violation of copyright. -------------------------------------------------------------------------------- TABLE OF CONTENTS 1) HOW TO PLAY 2) POWER-UPS 3) BONUSES 4) ENEMIES 5) HAZARDS 6) LEVELS 7) DEBUGGING 8) FINAL WORDS -------------------------------------------------------------------------------- 1) HOW TO PLAY The object of the game is to clear eight castles, with four stages each, to rescue Princess Min-Min. Jacky and Lee, the heroes, must defeat 12 enemies in each stage to open the door to the next. They will be challenged by a variety of enemies which have distinct strengths and weaknesses. Jacky and Lee must collect the 10 treasures and other power-ups to attack these weaknesses. Start Starts the game, pauses and unpauses. Select Choose 1 or 2 players before starting. D-pad Move in the direction pressed. (no diagonals) A button Punch in the facing direction to attack enemies and blocks and to pick up items. The character stops moving while punching. The power and speed of the punch is denoted by the number by the fist symbol. This is increased by collecting punch power-ups. Some enemies require a minimum punch power to be defeated. If the sword is drawn, this is a sword strike instead of a punch. B button with D-pad Flip-kick in the direction pressed. Attack enemies or pick up items by landing on them. A kick cannot attack blocks but can reveal treasures hidden in the ground. The speed and direction can be changed with the D-pad. (diagonals allowed) While in the air, the character can jump over pits and cannot be hurt except by hazard fireballs and moving walls. B button without D-pad Perform a miracle kick. The number available is displayed next to the "K" symbol. Collect miracle kicks, five at a time, from treasure chests. The miracle kick is faster and longer lasting than a regular kick, and works against some enemies where a regular kick doesn't. A+B without D-pad Cause a P ball to be created on the playfield. This requires six $-bags. A+B with D-pad Draw or put away the sword. The sword must be found first. -------------------------------------------------------------------------------- 2) POWER-UPS Power-ups are revealed by hitting certain blocks, and sometimes empty ground. Except for the ?-ball, which appears at random from hitting blocks, all power-up locations are fixed. ?-ball These are created randomly when punching blocks. When collected, the ?-ball may turn out to be one of the two following items. $-bag Collect five and an E-ball will be created on the playfield. When six $-bags are collected, they can be spent to create a P-ball. The maximum number that can be stored is six. X-ball This causes the $ bag count to drop to zero. Usually two or three $-bags appear in a stage before an X-ball turns up. E-ball Collect five for an extra life. G-ball A fireball is launched in the facing direction when punching. Some enemies require more than one hit, and and it doesn't work on some enemies. While the G-ball is active, enemies run away and the music stops. The effect last about 13.3 seconds. P-ball The character becomes invincible (except from pits, hazard fireballs and moving walls) and can kill enemies by touching them. Enemies turn blue and run away while it is active. The "open stairs" tone also plays. The effect last about 13.3 seconds. Usually P-balls are only available by using $-bags, but there is one in 7-1. 1-up Grants an extra life (up to nine). Key Opens a stairway to a Warp or Bonus Stage. The stairs disappear if not used for about 10 seconds. Treasure box A treasure box may contain a punch power-up, five miracle kicks, or one of the following special treasures. Shorin Temple Mark A (white square with brown "S") Makes it easier to defeat Mr. Coffin. Found: 1-2, 3-1 Shorin Temple Mark B (brown square with white "S") Shortens the stun time of Cat mage's stun beam. Found: 2-1, 3-1 Scroll A (white scroll) Makes it easier to defeat Cat mage and Medusa cat. Found: 2-1, 3-1 Scroll B (brown scroll) "Use this to slow down Uni-Gon." (Doesn't seem to work.) Found: 4-2, 8-4 Mirror Protects against thunderbolts, Viper beams, and Coffin beams, if facing the attack. Does not work on Cat mage beams. Found: 3-2, 5-1 Beads The invisible Coffins in 8-1 become visible. Found: 7-4 Sake Slows down the Dragon. Found: 5-3 Sword Required to defeat Ware Cats, Dragon Men and Dragons. Found: 3-2, 5-1 Crystal Ball "Use this to weaken Golem." (Unknown actual effect.) Found: 4-3, 6-3 Candle Reveals the hidden traps in 6-2. Found: 5-2 -------------------------------------------------------------------------------- 3) BONUSES Item pickup All power-ups are worth 300 pts when collected. $ bag bonus Gain an additional 1000 pts if a ?-ball turns out to be a $ bag. Dodge bonus Jump over a projectile launched by an enemy and gain 1,000 or 3,000 pts upon safely landing. Flying block Blocks may randomly fly off in the direction they are punched, killing any enemies they hit for increasing point values up to 3000. (500, 1000, 3000, ...) Some enemies are not hurt by flying blocks. P-ball bonus Increasing point values up to 3000 are granted for every enemy defeated with a P-ball, (500, 1000, 3000, ...) instead of the regular point values. Bonus stage Collect bonus apples and E-balls for 30 seconds. The E-ball count in the bonus stage is separate from the count in the main game. Unlimited miracle kicks are available here, which help for moving around quickly. Getting hit by the bullets does not cost a life but ends the stage. Apple In the bonus stage, apples are worth 1000 pts when collected and an additional 1000 pts at the end of the stage. Warp Skip to the first stage one or two castles ahead by going down either well. Wait 10 seconds or jump in the pit to be returned to the current stage. Break time Upon breaking the block, the character immediately goes to a break room and gains 500,000 pts. Press start to avoid waiting the full 30 seconds. Moving platform Jumping onto a sinking or moving block grants 1,000,000 pts, and one or more E-balls appear. It's best to immediately jump off after landing. -------------------------------------------------------------------------------- 4) ENEMIES The names are from the manual. Enemies with nondescript names have descrip- tions to help identify them. Some enemies appear in more than one type, with different attack patterns. These types are detailed below. Other enemies appear to have different types because of different colors, but do not otherwise have distinct properties. Kung-Fu Commando (500 pts) Attacks Brown type: punches Red type: kicks Purple type: punches and kicks To defeat: any attack Viper (1000 pts) Looks like: a moving bear trap Attacks Floating type: death touch Hopping type: death touch and death beams To defeat: any kick Spearman (1000 pts) Attacks Yellow type: spear extension White type: rapid-fire bullets To defeat: any attack Gunman (1000 pts) Attacks: bullets To defeat: any attack Mr. Coffin (1000 pts) Looks like: a brown paper sack with arms and legs Attacks Capture type: stun touch Killer type: death touch, death beam Invisible type: death touch To defeat: miracle kick kick; requires Shorin Temple Mark A punch; requires Shorin Temple Mark A and power 3 Cat Mage (5000 pts) Looks like: a witch Brown: shoots stun beams To defeat: miracle kick kick; requires Scroll A punch; requires Scroll A and power 3 Bison Commando (1000 pts) Looks like: Kung-Fu commando with a horned helmet Attacks Brown type: punches Red type: kicks Purple type: punches and kicks To defeat: miracle kick punch; requires power 2 (2-4, 3-3, 6-1, 6-3) punch; requires power 3 (3-1, 3-2, 3-4, 6-2, 6-4, 8-1) Dragon Man (3000 pts) Looks like: Kung-Fu commando with a Dragon Head Attacks: bullets To defeat: sword strike Ware Cat (5000 pts) Looks like: a disembodied witch's head with fangs Attacks: pushes the character and turns him around To defeat: sword strike Dragon Head (5000 pts) Looks like: a disembodied Dragon Head Attacks: death touch To defeat: any kick; requires any five of the 10 special treasures invincible/can't defeat with standard attacks (7-4, 8-4) Medusa Cat (5000 pts) Looks like: a disembodied Medusa head Attacks: death touch, bullets To defeat: miracle kick kick; requires Scroll A punch; requires Scroll A and power 3 Will o Wisp Looks like: a flame surrounding a small skull Attacks: death touch To defeat: jump over it (not on it) three times for 3500, 4000 then 9000 pts Will o Wisp appears if too much time is spent in any one stage. Dragon Attacks: death touch with lower body To defeat: sword strike; requires any 5 of the 10 special treasures The dragon must be hit five times in the midsection to be defeated. It is worth 3000 pts per hit, plus 10,000 pts for defeating it. Uni-Gon Looks like: a hulking red or green monster Attacks: death touch with lower body, fireballs from head To defeat: miracle kick punch; requires power 3 Uni-Gon must be hit five times in the upper half to be defeated. It is worth 3000 pts per hit, plus 300,000 pts for defeating it. Additionally an E-ball appears after it dies. Uni-Gon always makes other enemies disappear and appears by itself. If not defeated, after awhile it leaves and the other enemies come out. -------------------------------------------------------------------------------- 5) HAZARDS Hazards can kill the character but, unlike, enemies cannot be eliminated. Hazards have no effect on enemies. Pits Wells, pools and black gaps may be jumped over. Thunderbolts A trio of bolts sweeps sideways across the screen. Jump or reflect them with the mirror to stay safe. Fireballs Some pits launch arcing fireballs periodically. These can kill even a jumping character. Golems The Buddha figures in some stages periodically shoot bullets from the top to the bottom of the screen. Moving wall These look like moving platforms but are over solid ground. Like fireballs, they can kill a jumping character. -------------------------------------------------------------------------------- 6) LEVELS The level guide is presented in the following tabular format. Top line: Level number Block 1: Non-random power-ups Block 2: Non-random bonuses Block 3: Enemies Block 4: Hazards For detailed maps, including treasure locations, check the author's maps on gamefaqs.com or vgmaps.com _________________ _________________ _________________ _________________ / 1-1 \ / 1-2 \ / 1-3 \ / 1-4 \ -------------------+-------------------+-------------------+------------------- G-ball | G-ball | G-ball | Punch power-up 1-up | Punch power-up | Punch power-up | Miracle kicks Punch power-up | Miracle kicks | Miracle kicks | Miracle kicks | S. Temple Mark A | | -------------------+-------------------+-------------------+------------------- Bonus stage | Warp to 2-1 or 3-1| Bonus stage | -------------------+-------------------+-------------------+------------------- Brown Kung-Fu Com. | Brown Kung-Fu Com.| Red Kung-Fu Com. | Floating Viper Red Kung-Fu Com. | Red Kung-Fu Com. | Yellow Spearman | Spearman | Floating Viper | Capture Coffin | Capture Coffin | Yellow Spearman | | Uni-Gon -------------------+-------------------+-------------------+------------------- Pits | | | -------------------+-------------------+-------------------+------------------- _________________ _________________ _________________ _________________ / 2-1 \ / 2-2 \ / 2-3 \ / 2-4 \ -------------------+-------------------+-------------------+------------------- G-ball |G-ball |G-ball | Miracle kicks Punch power-up |Miracle kicks |1-up | Miracle kicks | |Miracle kicks | S. Temple Mark B | | | Scroll A | | | -------------------+-------------------+-------------------+------------------- Bonus stage |Bonus stage | | -------------------+-------------------+-------------------+------------------- Red Kung-Fu Com. |Purple Kung-Fu Com.|Purple Kung-Fu Com.| Gunman Gunman |Floating Viper |Gunman | Purple Bison Com. |Gunman |Capture Coffin | Uni-Gon |Cat Mage | | -------------------+-------------------+-------------------+------------------- Pits | | | Pits | | | Thunderbolts -------------------+-------------------+-------------------+------------------- _________________ _________________ _________________ _________________ / 3-1 \ / 3-2 \ / 3-3 \ / 3-4 \ -------------------+-------------------+-------------------+------------------- G-ball | G-ball | G-ball | Miracle kicks Punch power-up | Punch power-up | Miracle kicks | Miracle kicks | Miracle kicks | | S. Temple Mark A | Mirror | | S. Temple Mark B | Sword | | Scroll A | | | -------------------+-------------------+-------------------+------------------- Bonus stage | Warp to 4-1 or 5-1| Break time | -------------------+-------------------+-------------------+------------------- Brown Bison Com. | Gunman | Floating Viper | Spearman Purple Bison Com. | Capture Coffin | Purple Bison Com. | Red Bison Com. | Purple Bison Com. | Dragon Man | Uni-Gon -------------------+-------------------+-------------------+------------------- Pits | Pits | Pits | Pits | | | Fireballs -------------------+-------------------+-------------------+------------------- _________________ _________________ _________________ _________________ / 4-1 \ / 4-2 \ / 4-3 \ / 4-4 \ -------------------+-------------------+-------------------+------------------- G-ball | G-ball | G-ball | Miracle kicks 1-up | Miracle kicks | Miracle kicks | Punch power-up | Scroll B | Crystal ball | Miracle kicks | | | -------------------+-------------------+-------------------+------------------- | Bonus stage | Bonus stage | -------------------+-------------------+-------------------+------------------- Brown Kung-Fu Com. | Hopping Viper | Capture Coffin | Cat Mage Red Kung-Fu Com. | Cat Mage | Ware Cat | Ware Cat Brown Ware Cat | Uni-Gon | Medusa Cat | Medusa Cat | | | Uni-Gon -------------------+-------------------+-------------------+------------------- Pits | | Pits | Thunderbolts | | | Golems -------------------+-------------------+-------------------+------------------- _________________ _________________ _________________ _________________ / 5-1 \ / 5-2 \ / 5-3 \ / 5-4 \ -------------------+-------------------+-------------------+------------------- G-ball | G-ball | G-ball | Miracle kicks Mirror | Miracle kicks | Miracle kicks | Sword | Candle | Sake | -------------------+-------------------+-------------------+------------------- Bonus stage | Warp to 6-1 or 7-1| Break time | -------------------+-------------------+-------------------+------------------- Hopping Viper | Brown Kung-Fu Com.| Brown Kung-Fu Com.| Purple Kung-Fu Com. Capture Coffin | Floating Viper | Floating Viper | Hopping Viper Killer Coffin | Capture Coffin | Gunman | Capture Coffin | Dragon Head | Dragon Man | Dragon -------------------+-------------------+-------------------+------------------- Pits | | Pits | Pits -------------------+-------------------+-------------------+------------------- _________________ _________________ _________________ _________________ / 6-1 \ / 6-2 \ / 6-3 \ / 6-4 \ -------------------+-------------------+-------------------+------------------- G-ball | Miracle kicks | Miracle kicks | Miracle kicks 1-up | | Crystal ball | Punch power-up | | | Miracle kicks | | | -------------------+-------------------+-------------------+------------------- Moving platform | Bonus stage | Moving platform | -------------------+-------------------+-------------------+------------------- Yellow Spearman | Purple Bison Com. | Yellow Spearman | Purple Bison Com. Cat Mage | Ware Cat | Purple Bison Com. | Medusa Cat Purple Bison Com. | Uni-Gon | Medusa Cat | Dragon -------------------+-------------------+-------------------+------------------- Pits | Thunderbolts | Pits | Pits | Hidden traps | | Fireballs -------------------+-------------------+-------------------+------------------- _________________ _________________ _________________ _________________ / 7-1 \ / 7-2 \ / 7-3 \ / 7-4 \ -------------------+-------------------+-------------------+------------------- P-ball | Miracle kicks | Miracle kicks | Beads Punch power-up | | | Miracle kicks | | | -------------------+-------------------+-------------------+------------------- Moving platform | | Bonus stage | -------------------+-------------------+-------------------+------------------- Dragon Man | Cat Mage | Hopping Viper | Dragon Man Dragon Head | Dragon Man | Ware Cat | Super Dragon Head | Dragon Head | Dragon Man | Dragon | | | Uni-Gon -------------------+-------------------+-------------------+------------------- Pits | | Pits | Thunderbolts | | Moving wall | Golems -------------------+-------------------+-------------------+------------------- _________________ _________________ _________________ _________________ / 8-1 \ / 8-2 \ / 8-3 \ / 8-4 \ -------------------+-------------------+-------------------+------------------- | 1-up | | G-ball | | | Miracle kicks | | | Scroll B -------------------+-------------------+-------------------+------------------- | | | -------------------+-------------------+-------------------+------------------- Gunman | Killer Coffin | Hopping Viper | Dragon Man Invisible Coffin | Cat Mage | White Spearman | Super Dragon Head Cat Mage | Medusa Head | Ware Cat | Dragon Purple Bison Com. | Uni-Gon | Dragon Man | Uni-Gon | | Dragon | -------------------+-------------------+-------------------+------------------- Pits | Pits | Pits | Pits | Fireballs | | Thunderbolts | | | Fireballs -------------------+-------------------+-------------------+------------------- -------------------------------------------------------------------------------- 7) DEBUGGING Address Value determines 0012 time left until stairs close 0016 time left for P-ball effect 0017 time left for G-ball effect 002a E-balls 002b $-bags 041c exit door status (4c = open, cc = shut) 006b number of enemies defeated in the current stage 0073 number of treasures found 0074 punch power (strange effects if > 3) 0075 Shorin Temple Mark A status (0 = miss, 1 = have) 0076 Shorin Temple Mark B status (0 = miss, 1 = have) 0077 Scroll A status (0 = miss, 1 = have) 0078 Scroll B status (0 = miss, 1 = have) 0079 Mirror status (0 = miss, 1 = have) 007a Beads status (0 = miss, 1 = have) 007b Sake status (0 = miss, 1 = have) 007c Sword status (0 = miss, 1 = have) 007d Crystal ball status (0 = miss, 1 = have) 007e Candle status (0 = miss, 1 = have) 04c0-7 Player 1 score (one byte for each of the eight digits) 04d0 Player 1 lives 04d1 Player 1 miracle kicks 04d7 Player 1 G-ball status (0 = off, 1 = on) 04dd Player 1 grace period invincibility 04e0-7 Player 2 score (one byte for each of the eight digits) 04f0 Player 2 lives 04f1 Player 2 miracle kicks 04f7 Player 2 G-ball status (0 = off, 1 = on) 04fd Player 2 grace period invincibility -------------------------------------------------------------------------------- 8) FINAL WORDS The game is less difficult and more fun with two players. Each player has his own score and supply of lives and miracle kicks. Other power-ups are shared. Losing a life does not cause any power loss; Punch power-ups and treasures are permanent. To continue after Game Over, hold A while pressing start at the player select. Gameplay resumes at the beginning of the current castle. Score, E-balls, $-bags and miracle kicks are reset to zero. After losing a life and coming back, the character has a grace period of invincibility lasting 3 seconds or until an attack is made. Use the quick passages (box-like structures) at the sides of most levels to escape enemies. The enemies can use the quick passages as well, to escape you. Save $-bags and P-balls for difficult stages. Avoid collecting ?-balls when you already have six $-bags, since you will lose them if an X-ball turns up. Enemies appear four at a time, and do not stop coming no matter how many are defeated. For detailed maps, including treasure locations, check the author's maps on gamefaqs.com or vgmaps.com -------------------------------------------------------------------------------- Credit goes to the manual for the story, names, and any phrases in quotation marks. The rest of this document is my own work. If you've played the game and used the FAQ, feel free to drop me a line and tell me what you think. Any questions, comments, corrections or complaints should be addressed to the address below, with clear indication in the subject line that the email is concerning this FAQ. dammit9x at hotmail dot com