Crazy Kong Part II (Japan)

Arcade 1981 Falcon Platform Run Jump
A "Donkey Kong" clone.
Crazy Kong Part II (Japan)

Partager Crazy Kong Part II (Japan)


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  • maincpu Z80 (@ 3 Mhz)
  • AY-3-8910A (@ 1 Mhz)
  • Orientation Tate
  • Résolution 255 x 224
  • Fréquence 60 Hz
  • Nombre de joueurs 2
  • Nombre de boutons 1
  • Type de contrôle joy (4 ways)

Screenshots de Crazy Kong Part II (Japan)

Crazy Kong Part II (Japan) - Screen 1
Crazy Kong Part II (Japan) - Screen 2
Crazy Kong Part II (Japan) - Screen 3
Crazy Kong Part II (Japan) - Screen 4
Crazy Kong Part II (Japan) - Screen 5

Les clones de Crazy Kong Part II (Japan)

Tips sur Crazy Kong Part II (Japan)

* Warp To Level 2 (doesn't work on the "Scramble" hardware bootleg version) : Climb up to the second beam (the one with the hammer right by it). Walk to the right so that Mario is still facing away from you (you can see his back) and is suspended off the side of end of the beam, then jump to the right. He'll 'fall thru' the bottom of the screen and clear it, as if he had climbed all the way to the top.

* A Trick : On the conveyor belt level, Grab the bottom hammer (the one on the row with the full length conveyor belt) and go all the way to the right side of the screen. Push the joystick Right and he'll drop the hammer. Sometimes it'll be in the up position and sometimes it'll be sitting toward the left of Mario. If it's in the up position, jump up and grab it and keep repeating until he drops it on the left position. After this, you can walk away and anything that comes into contact with it will be splatted (Good way of getting extra points). After a few seconds, the hammer will disappear, but the stuff will still splat when it hits where the hammer should be. NOTE : This trick only works on the second level or higher!

* Depending on what PCB the game cabinet had, you could run behind Kong on the rivet screen. This made clearing the rivets much easier.

* On the versions that did not allow you to run behind Kong on the rivet screen, you could stand next to Kong and jump backwards being awarded 100 points.

Crazy Kong Part II (Japan) et M.A.M.E.

0.33b7 [Nicola Salmoria]
0.02 [Nicola Salmoria, Ville Laitinen]

- Sound problem when collecting/jumping. Tafoid (ID 03743)
- [possible] Kong does not delay leaving with girl. Tafoid (ID 03744)

- 0.146u2: Updated labels/locations for all Crazy Kong PT 2 sets based on a recently dumped board [Smitdogg, Tafoid].
- 0.138u3: cclimber/ckong sprite X was off by 1 (video\cclimber.c) [hap]. Renamed (ckong) to (ckongpt2), (ckonga) to (ckongpt2a), (ckongb) to (ckongpt2b), (ckong2j) to (ckongpt2j) and (ckongjeu) to (ckongpt2jeu).
- 0.138u2: hap fixed missing pixel gap between Kong's feet and platform in Crazy Kong Part II.
- 0.131u1: Team Japump added clone Crazy Kong Part II (Japan).
- 0.122u8: Changed description of clones 'Crazy Kong (set 1)' to 'Crazy Kong Part II (set 1)', '(set 2)' to 'Crazy Kong Part II (set 2)', '(Jeutel bootleg)' to 'Crazy Kong Part II (Jeutel bootleg)' and '(Alternative levels)' to 'Crazy Kong Part II (alternative levels)'.
- 0.127u1: Fabio Priuli fixed wrong coinage dipsettings. Added dipswitches 'Players' and 2x 'Unknown'.
- 0.123u3: Zsolt Vasvari cleaned up the video driver, mainly via tilemap conversion. This fixes the ape sprite positioning in Crazy Kong - no more gap between feet and platform. Swapped gfx1 roms ($1000, 2000).
- 0.122u8: Changed description to 'Crazy Kong Part II'.
- 13th January 2008: Mr. Do - We have Crazy Kong. Aaron bought this one over a year ago. It was just really difficult to do, though, as it was one big plexi piece, with a 45-degree bend where it curves up. Well, Kiltron was up to the challenge, and this one came out REALLY nice in the end.
- 0.114u4: Aaron Giles fixed P2 control type.
- 0.85u2: Inigo Luja fixed backwards controls in Crazy Kong.
- 0.84u1: Lee and Martin White added clone Crazy Kong (Alternative levels).
- 0.34b1: Added color proms ($0, 20, 40).
- 0.33b7: Changed 'Crazy Kong (Crazy Climber hardware)' to clone '(set 2)' and clone '(alternate version)' to 'Crazy Kong (set 1)'. Renamed (ckong) to (ckonga) and (ckonga) to (ckong).
- 0.29: Accurate colors in Crazy Kong [Tim Lindquist, Nicola Salmoria].
- 0.27: Nicola Salmoria added clone Crazy Kong (alternate version). Changed description of clone 'Crazy Kong (Copyright Jeutel)' to 'Crazy Kong (Jeutel bootleg)'.
- 0.25: Added Crazy Kong (Copyright Jeutel).
- 0.18: Nicola Salmoria fixed bug in the 8910 emulation which caused noise to be played in Crazy Kong when you jumped over a barrel.
- 0.13: Nicola Salmoria modified the 8910 emulator to set the clock frequency at run time, so sound in Crazy Climber and Crazy Kong is now back as normal. Added high score saving to Crazy Kong.
- 0.12: Doug Jefferys provided the color PROMs for Crazy Kong, so colors are now 100% accurate (with the possible exception of Kong itself, which uses a separate palette).
- 0.04: Optimizations in drawgfx(), Crazy Kong benefit as well. New experimental AY-3-8910 sound emulation code provided by Andy Milne. This sounds better in some places and worse in others. It is used by Crazy Climber, Crazy Kong and Bagman.
- 0.02: Nicola Salmoria added Crazy Kong (Crazy Climber hardware) (Falcon 1981). Game is playable with wrong colors and sound. Control: Arrows = Move around and CTRL = Jump. Known issues: Some problems with sound. Crazy Kong emulation set up by Ville Laitinen. This Donkey Kong clone runs on the same hardware as Crazy Climber, most notable differencies being a larger character set and the display rotated 90 degrees.


Other Emulators:
* FB Alpha

Romset: 53 kb / 17 files / 31.2 zip
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