included along with the arcade versions of 10-Yard Fight and Zippy Race in IAC/Irem Arcade Classics for the PlayStation and Sega Saturn, released in Japan only in 1996 by Irem and I'Max. The arcade version was released to cell phones. The Amstrad CPC and ZX Spectrum versions of the game were included on the 1986 compilation They Sold a Million 3, along with Fighter Pilot, Ghostbusters, and Rambo. A remake of the game has been announced for release exclusively for the Intellivision Amico. Sequels and successors After designing Kung-Fu Master, Takashi Nishiyama was later hired by Capcom. He designed an arcade successor for Capcom, Trojan (1986), which evolved the basic gameplay concepts of Kung-Fu Master. The NES port included a one-on-one fighting mode, a precursor to Nishiyama's work on Street Fighter. At Irem, an arcade sequel called Beyond Kung-Fu: Return of the Master was developed and underwent location testing in 1987, but was shelved after it underperformed. Beyond Kung-Fu was then revamped into Vigilante, after Irem decided to give the game a more Americanized setting, which was released in 1988. In 1990, the arcade game received a Game Boy sequel titled as Kung-Fu Master (Spartan X in Japan), which has similar gameplay to the arcade game, but with a completely different plot and setting. In 1991, a sequel was released in Japan for the Famicom, titled Spartan X 2. It was originally planned to release in North America as Kung Fu II in the fall of 1991, but ended up not releasing there. Spartan X 2 did not receive a North American release until 2016, when it was included as a built-in title for the Retro-Bit Generations retro video game console under the name Kung-Fu Master 2. Impact Beat 'em up and fighting games Kung-Fu Master is regarded as the first beat 'em up video game in the world. According to Retro Gamer, Kung-Fu Master invented the brawler genre. It distinguished itself from Karate Champ by simplifying the combat system and featuring multiple opponents along a side-scrolling playfield. It established the "walk forward and beat up dudes" trend that influenced many games after it. It also established the end-of-level boss battle structure used in the beat 'em up genre, with the player character progressing through levels and fighting a boss character at the end of each level; in turn, this end-of-level boss battle structure was adapted from the Bruce Lee