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Crazy Kong Part II (set 1)

  1. Game infos
  2. Parent and Clones
  3. Sound
  4. Driver
  5. Inputs
  6. Controls
  7. Display
  8. Dipswitchs
  9. Roms list
  10. Chips list
  11. Serie
  12. Categories
  13. MAMEinfo
  14. History
Download ckongpt2.zip (53 KB)
Snapshot

Game infos

Description Crazy Kong Part II (set 1)
Name ckongpt2
Manufacturer Falcon
Year 1981
Runnable yes
System arcade /
Number of players 2P alt
Added to MAME .002
Romset size 53 KB
Romset file 17 files
Romset zip 31 B
Language English
Evaluation 70 to 80 (Good)
Genre Platform

Parent and clones

Parent This game is the parent

Sound infos

Sound_channels 1

Driver infos

Driver status good
Driver emulation good
Driver color good
Driver sound good
Driver graphic good
Driver cocktail
Driver protection
Driver savestate yes

Inputs infos

Input service no
Input tilt no
Input players 2
Input buttons
Input coins 2

Controls infos

type ways minimum maximum sensitivity keydelta reverse
joy 4 no

Display infos

type rotate flipx width height refresh pixclock htotal hbend hbstart vtotal vbend vbstart
raster 270 no 256 224 60

Dipswitchs

Roms list

console name bios size crc md5 merge sha1 region offset status optional
arcade 1.11a 2048 a7a2fdbd 529865f8bbfbdbbf34ac39c70ef17e6d5bd0f845 gfx2 800 good no
arcade 10.5k 4096 069c4797 03be185e6914ec7f3770ce3da4eb49cdb97adc85 maincpu 3000 good no
arcade 11.5l 4096 ae159192 d467256a3a366e246243e7828ff4a45d4c146e2c maincpu 4000 good no
arcade 12.5n 4096 966bc9ab 4434fc620169ffea1b1f227b61674e1daf79b54b maincpu 5000 good no
arcade 13.5p 4096 9003ffbd fd016056aabc23957643f37230f03842294f795e samples 1000 good no
arcade 14.5s 4096 5f0bcdfb 7f79bf6de117348f606696ed7ea1937bbf926612 samples 0 good no
arcade 2.11c 2048 d1352c31 da726a63a8be830d695afeddc1717749af8c9d47 gfx2 0 good no
arcade 3.11h 4096 5655cc11 5195e9b2a60c54280b48b32ee8248090904dbc51 gfx1 3000 good no
arcade 4.11k 4096 3375b3bd a00b3c31cff123aab6ac0833aabfdd663302971a gfx1 2000 good no
arcade 5.11l 4096 fa7cbd91 0208d2ebc59f3600005476b6987472685bc99d67 gfx1 1000 good no
arcade 6.11n 4096 2dcedd12 dfdcfc21bcba7c8e148ee54daae511ca78c58e70 gfx1 0 good no
arcade 7.5d 4096 b27df032 57f9be139c610405e3c2fddd7093dfb1277e450e maincpu 0 good no
arcade 8.5e 4096 5dc1aaba 42b9e5946ffce7c156d114bde68f37c2c34853c4 maincpu 1000 good no
arcade 9.5h 4096 c9054c94 1aa08d2501ee620759fd5c111e12f6d432c25294 maincpu 2000 good no
arcade prom.t6 32 676b3166 29b9434cd34d43ea5664e436e2a24b54f8d88aac proms 40 good no
arcade prom.u6 32 26aada9e f59645e606ea4f0dd0fc4ea47dd03f526c534941 proms 20 good no
arcade prom.v6 32 b3fc1505 5b94adde0428a26b815c7eb9b3f3716470d349c7 proms 0 good no

Chips list

name tag type clock
AY-3-8910A cclimber_audio:aysnd audio 1536000
Samples cclimber_audio:samples audio
Speaker speaker audio
Z80 maincpu cpu 3072000

Serie

Serie : Crazy Kong
  1. Big Kong (1981)
  2. Crazy Kong (1981)
  3. Crazy Kong (Alca bootleg) (1981)
  4. Crazy Kong (bootleg on Galaxian hardware) (1981)
  5. Crazy Kong (bootleg on Galaxian hardware, encrypted, set 1) (1981)
  6. Crazy Kong (bootleg on Moon Cresta hardware) (1981)
  7. Crazy Kong (Orca bootleg) (1981)
  8. Crazy Kong Part II (set 1) (1981)
  9. Crazy Kong Part II (set 2) (1981)
  10. Crazy Kong Part II (alternative levels) (1981)
  11. Crazy Kong Part II (Japan) (1981)
  12. Crazy Kong Part II (Jeutel bootleg) (1981)
  13. Crazy Kong (Scramble hardware) (1981)
  14. Monkey Donkey (1981)
  15. Crazy Kong (bootleg on Galaxian hardware, encrypted, set 2) (1982)
  16. Crazy Kong (bootleg on Galaxian hardware, encrypted, set 3) (1982)

Categories

MAMEinfo

0.33b7 [Nicola Salmoria]

0.02 [Nicola Salmoria, Ville Laitinen]


Bugs:

- Sound problem when collecting/jumping. Tafoid (ID 03743)

- [possible] Kong does not delay leaving with girl. Tafoid (ID 03744)


WIP:

- 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 'Crazy Kong (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 (Copyright Jeutel) to 'Crazy Kong (Jeutel bootleg)'.

- 0.25: Added clone Crazy Kong (Copyright Jeutel).

- 0.24: Changed parent description to 'Crazy Kong (Crazy Climber hardware)'.

- 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' (Falcon 1981). Game is playable with wrong colors and sound. Control: Arrows = Move around and CTRL = Jump. Known issues: Some problems with sound. 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. Crazy Kong emulation set up by Ville Laitinen.


LEVELS: 4


Other Emulators:

* FB Alpha


Recommended Games (Platform):

Steel Worker

Donkey Kong

FamicomBox (Donkey Kong)

Crazy Kong

Crazy Kong Part II

Kong (Donkey Kong conversion on Galaxian hardware)

Donkey Kong Junior

FamicomBox (Donkey Kong Jr.)

Donkey Kong 3

Super Donkey Kong (Super Famicom Box)

Logger

Naughty Mouse

Treasure Island

Treasure Island (DECO Cassette)

Woodpecker

Dock Man

Kangaroo

Minky Monkey

Ponpoko

Pop Flamer

Popeye

FamicomBox (Popeye)

Q*bert

Faster, Harder, More Challenging Q*bert

Q*bert's Qubes

Springer

Arabian

Boggy '84

Bristles (Max-A-Flex)

Congo Bongo

Dr. Micro

Hopper Robo

Jump Coaster

Mappy

Namco Classic Collection Vol.1 (Mappy)

Mouser

Mr. Do's Castle

Number Crash

Popper

Roc'n Rope

Konami 80's AC Special (Roc'n Rope)

Super Glob

Ben Bero Beh

Complex X

Jumping Jack

Lode Runner

Lode Runner II - The Bungeling Strikes Back

Lode Runner III - The Golden Labyrinth

Lode Runner IV - Teikoku Karano Dasshutsu

Lode Runner - The Dig Fight

Mr. Do's Wild Ride

Pandora's Palace

Peter Pack-Rat

Vs. Ice Climber

Vs. Ice Climber Dual

Vs. Wrecking Crew

Baluba-louk no Densetsu

Pig Out: Dine Like a Swine!

Sea Hunter Penguin

Multi 5 (Tong Boy)


Recommended Games (Monkeys):

Tranquillizer Gun

Crazy Kong

Crazy Kong Part II

Donkey Kong

Donkey Kong Junior

Donkey Kong 3

Super Donkey Kong (Super Famicom Box)

Sky Skipper

Treasure Island

Dazzler

Kangaroo

Mighty Monkey

Minky Monkey

Triple Punch

Congo Bongo

Jumping Jack

FamicomBox

Rampage

Rampage: World Tour

Toki

Monkey Mole Panic

Itazura Monkey

Crazy Monkey

Crazy Monkey 2

History


Arcade Video game published 38 years ago:

Crazy Kong - Part II (c) 1981 Falcon.

A "Donkey Kong" clone.

- TECHNICAL -

Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.536 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 96

Players : 2
Control : 4-way joystick
Buttons : 1 (JUMP)

- TRIVIA -

Released in February 1981.

Crazy Kong - Part II is not a bootleg of "Donkey Kong"!! Falcon DID have a license from Nintendo, but it was NOT for the US. Crazy Kong - Part II was supposed to be for sale outside the US (South America, Europe, etc.), but the lag in production of arcade DK's by Nintendo for a 3 month period during 1981-82 made demand for any DK type game go through the roof. At this time, Nintendo of America was moving from NY-NJ to Redmond WA and there was a 4 month backlog on orders. This opened the door for the illegal Crazy Kongs to fill the demand. Approximately 20,000 Crazy Kong were distributed illegally in the U.S.

The main difference between Crazy Kong and "Donkey Kong" is the sound, and color capabilities. Crazy Kong ran on hardware that had the same processor as "Donkey Kong", but its video capabilities were lacking, and it had a totally different sound chip. Basically what all this means is that Crazy Kong had terrible sound, and some definite strangeness in the color area. The background music is missing entirely, and most of the sound effects have been changed. For example, in Crazy Kong, Mario makes a 'Hiya!' sound when he jumps, instead of the 'Boing!' that he makes in "Donkey Kong". The graphics use slightly different colors, which change from level to level. The Kong animations are also different, and often do not match up with the in game action. There are also mild changes in gameplay. Kong doesn't toss out nearly as many barrels, and there are other mild changes such as gaps in platforms that were not in the original, and the manner in which the elevators work has changed as well.

There were lots of different Crazy Kong cabinets. The most common one was similar in design to the "Donkey Kong" cabinet, but the artwork was more realistic, and the monitor bezel had a circular clear area, as opposed to the rectangle that most games had. Crazy Kong could also be found in cocktail format. These were usually conversions, and were only decorated with an instruction card.

- TIPS AND TRICKS -

* 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.

- PORTS -

* CONSOLES:
Commodore C64 (1983)

- CONTRIBUTE -

Edit this entry: https://www.arcade-history.com/?&page=detail&id=531&o=2