M.A.M.E. - Crazy Kong [Set 1] - Points - 617,100 - Estel Goffinet

Is the performance claim below valid?

    This poll is closed
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  1. M.A.M.E. - Crazy Kong [Set 1] - Points - 617,100 - Estel Goffinet

    03-20-2015, 05:54 PM
    Points
    Score Track
    https://www.twingalaxies.com/scores.php?scores=7712
    Rules
    ROMset: CKong
    Lives: 3
    Bonus Life: 10000
    Special Rules: Usage of any stage section-skip tricks is prohibitted. These tricks are performed in the barrel and conveyor belt stages.
    Submission Message
    Crazy Kong 617,100 points



    Thank you!
  2. 03-20-2015, 07:37 PM
    crazy kong is better than Donkey Kong. . FACT !
    Boasting the largest collection of pac-man related games, hacks and clones on all formats:
    https://www.youtube.com/playlist?lis...rssgY8MYXKtfiU

    BOMB JACK tournament record beaten with 1 life:
    https://www.youtube.com/watch?v=WWXxHNjy7QQ

    Learn to play BOMB JACK playlist:
    https://www.youtube.com/watch?v=fwXn...6AF1BC&index=2

    Only gamer to get extra man on 1st. floor on Kung Fu Master:
    https://www.youtube.com/watch?v=3_mkh-jeIJo
  3. 03-20-2015, 10:50 PM
    Starting check.bat on Sat 03/21/2015 at 14:31:20.98


    Zip test
    Code:
    
    7-Zip [64] 9.22 beta  Copyright (c) 1999-2011 Igor Pavlov  2011-04-18
    
    
    Processing archive: C:\TGMAME\inp\zip\ckongpt2617100.zip
    
    
    Testing     ckong617100.inp
    Testing     ckong617100.wlf
    
    
    Everything is Ok
    
    
    Files: 2
    Size:       34201442
    Compressed: 131634

    Zip list
    Code:
    
    7-Zip [64] 9.22 beta  Copyright (c) 1999-2011 Igor Pavlov  2011-04-18
    
    
    Listing archive: C:\TGMAME\inp\zip\ckongpt2617100.zip
    
    
    --
    Path = C:\TGMAME\inp\zip\ckongpt2617100.zip
    Type = zip
    Physical Size = 131634
    
    
    ----------
    Path = ckong617100.inp
    Folder = -
    Size = 34200844
    Packed Size = 131205
    Modified = 2013-10-31 18:51:20
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = FA732F0F
    Method = Deflate
    Host OS = FAT
    Version = 20
    
    
    Path = ckong617100.wlf
    Folder = -
    Size = 598
    Packed Size = 195
    Modified = 2013-10-31 18:51:20
    Created = 
    Accessed = 
    Attributes = ....A
    Encrypted = -
    Comment = 
    CRC = 99EF619F
    Method = Deflate
    Host OS = FAT
    Version = 20

    MAME Major Version 106


    What MAME thinks:
    Code:
    Recorded in WolfMAME 0.106
    Recorded system's speed = ~2396MHz (Intel)
    This recording was made with the C 68k core enabled
    Start date of recording: Fri Nov 01 06:34:37 2013
    
    
    Checks out OK. [4e86]
    Playing back previously recorded game ckong (Crazy Kong (set 1)) [press return]
    loading d05-07.bin  
    loading f05-08.bin  
    loading h05-09.bin  
    loading k05-10.bin  
    loading l05-11.bin  
    loading n05-12.bin  
    loading n11-06.bin  
    loading k11-04.bin  
    loading l11-05.bin  
    loading h11-03.bin  
    loading c11-02.bin  
    loading a11-01.bin  
    loading prom.v6     
    loading prom.u6     
    loading prom.t6     
    loading cc13j.bin   
    loading cc12j.bin   
                                  
    Average FPS: 0.681397 (77 frames)



    What wlfview thinks:
    Code:
    WLFVIEW 0.3 - Apr  5 2006
    
    
    Info loaded.  WLF rev 9
    
    
    Recorded for the game 'ckong'
    MAME version string: 0.106 (May 16 2006)
    
    
    -- CPU info --
    Vendor: Intel
    Processor Family: 6  Processor Model: 10
    Approximate clock speed: 2396163344Hz
    
    
    -- OS info --
    Operating System: Windows NT 6.2 
    
    
    -- INP info --
    Number of frames: 275813
    Average record speed: 99.977963%
    System time at start of emulation: Fri Nov 01 06:34:37 2013
    Sound: 44100Hz     Samples: Enabled
    GUI: 0    Artwork: 0
    68000 CPU Core: C
    NVRAM Usage: Disabled
    BIOS used (0=default): default
    
    
    -- Validity --
    Check 1:  INP header:  OK
    Check 2:  INP file:  OK
    Check 3:  WLF file:  OK

    Source driver:
    ckong src/drivers/cclimber.c
    DIP Info from source:
    Code:
    INPUT_PORTS_START( ckong )
    CKONGIN0
    CKONGIN1
    
    
        PORT_START_TAG("DSW")
        PORT_DIPNAME( 0x03, 0x00, DEF_STR( Lives ) )
        PORT_DIPSETTING(    0x00, "3" )
        PORT_DIPSETTING(    0x01, "4" )
        PORT_DIPSETTING(    0x02, "5" )
        PORT_DIPSETTING(    0x03, "6" )
        PORT_DIPNAME( 0x0c, 0x00, DEF_STR( Bonus_Life ) )
        PORT_DIPSETTING(    0x00, "7000" )
        PORT_DIPSETTING(    0x04, "10000" )
        PORT_DIPSETTING(    0x08, "15000" )
        PORT_DIPSETTING(    0x0c, "20000" )
        PORT_DIPNAME( 0x70, 0x00, DEF_STR( Coinage ) )
        PORT_DIPSETTING(    0x70, DEF_STR( 5C_1C ) )
        PORT_DIPSETTING(    0x50, DEF_STR( 4C_1C ) )
        PORT_DIPSETTING(    0x30, DEF_STR( 3C_1C ) )
        PORT_DIPSETTING(    0x10, DEF_STR( 2C_1C ) )
        PORT_DIPSETTING(    0x00, DEF_STR( 1C_1C ) )
        PORT_DIPSETTING(    0x20, DEF_STR( 1C_2C ) )
        PORT_DIPSETTING(    0x40, DEF_STR( 1C_3C ) )
        PORT_DIPSETTING(    0x60, DEF_STR( 1C_4C ) )
        PORT_DIPNAME( 0x80, 0x80, DEF_STR( Cabinet ) )
        PORT_DIPSETTING(    0x80, DEF_STR( Upright ) )
        PORT_DIPSETTING(    0x00, DEF_STR( Cocktail ) )
    
    
    CKONGIN2
    
    
    INPUT_PORTS_END
    
    
    #define CKONGIN0\
        PORT_START_TAG("IN0")\
        PORT_BIT( 0x07, IP_ACTIVE_HIGH, IPT_UNUSED )\
        PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_BUTTON1 )\
        PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_4WAY\
        PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_4WAY\
        PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_4WAY\
        PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_4WAY
    
    
    #define CKONGIN1\
        PORT_START_TAG("IN1")\
        PORT_BIT( 0x07, IP_ACTIVE_HIGH, IPT_UNUSED )\
        PORT_BIT( 0x08, IP_ACTIVE_HIGH, IPT_BUTTON1 ) PORT_COCKTAIL\
        PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_JOYSTICK_UP ) PORT_4WAY PORT_COCKTAIL\
        PORT_BIT( 0x20, IP_ACTIVE_HIGH, IPT_JOYSTICK_DOWN ) PORT_4WAY PORT_COCKTAIL\
        PORT_BIT( 0x40, IP_ACTIVE_HIGH, IPT_JOYSTICK_LEFT ) PORT_4WAY PORT_COCKTAIL\
        PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_JOYSTICK_RIGHT ) PORT_4WAY PORT_COCKTAIL
    
    
    #define CKONGIN2\
        PORT_START_TAG("IN2")\
        PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_COIN1 )\
        PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_COIN2 )\
        PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_START1 )\
        PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_START2 )\
        PORT_BIT( 0xf0, IP_ACTIVE_LOW, IPT_UNUSED )
    
    
    Resolution: 256x224 @ 60Hz
    
    
    Rules, Points: https://www.twingalaxies.com/scores.php?scores=7712
    Rules, Points, No Hammer: https://www.twingalaxies.com/scores.php?scores=42190
    ROMset: CKong
    Lives: 3
    Bonus Life: 10000
    Special Rules: Usage of any stage section-skip tricks is prohibitted. These tricks are performed in the barrel and conveyor belt stages.
    
    
    Sample correct TG:
    DSW: offset 0x2B, repeat every 0x7c, typical value 0x84 - only lower nibble relevant
    - DSW: 0x03 (Lives): 0x00 (3)
    - DSW: 0x0c (Bonus_Life): 0x04 (10000)
    - DSW: 0x70 (Coinage): [not relevant]
    - DSW: 0x80 (Cabinet): 0x80 (Upright)
    
    
        20: 00 00 00 00 00 00 00 00  00 00 00 84 00 00 00 FF | ............... 
        A0: 00 00 00 00 00 00 00 84  00 00 00 FF 00 00 00 00 | ........... ....
       120: 00 00 00 84 00 00 00 FF  00 00 00 00 00 00 00 00 | ....... ........

    INP Header:
    Code:
        10: 10 8D D2 8E 00 00 00 00  ED CC 72 52 E6 DE 86 4E | .......rR.N
        20: 00 00 00 00 00 00 00 00  00 00 00 80 00 00 00 FF | ...............
        30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        80: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        90: 00 00 00 00 00 00 00 00  3E 82 43 E1 00 00 00 00 | ........>.C....
        A0: 00 00 00 00 00 00 00 80  00 00 00 FF 00 00 00 00 | ...............
        B0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        C0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        D0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        E0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
        F0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
       100: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
       110: 00 00 00 00 3E 82 43 E1  00 00 00 00 00 00 00 00 | ....>.C........
       120: 00 00 00 80 00 00 00 FF  00 00 00 00 00 00 00 00 | ...............
       130: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
       140: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................

    INP Mid-section:
    Code:
    104EDE0: 00 00 00 00 00 00 00 80  00 00 00 FF 00 00 00 00 | ...............
    104EDF0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    104EE00: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    104EE10: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    104EE20: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    104EE30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    104EE40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    104EE50: 00 00 00 00 A2 82 43 E1  00 00 00 00 00 00 00 00 | .....C........
    104EE60: 00 00 00 80 00 00 00 FF  00 00 00 00 00 00 00 00 | ...............
    104EE70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    104EE80: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    104EE90: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    104EEA0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    104EEB0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    104EEC0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    104EED0: A2 82 43 E1 00 00 00 00  00 00 00 00 00 00 00 80 | .C............
    104EEE0: 00 00 00 FF 00 00 00 00  00 00 00 00 00 00 00 00 | ...............
    104EEF0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    104EF00: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    104EF10: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................

    INP Tail-end:
    Code:
    209DBD0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    209DBE0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    209DBF0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    209DC00: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    209DC10: A2 82 43 E1 00 00 00 00  00 00 00 00 00 00 00 80 | .C............
    209DC20: 00 00 00 FF 00 00 00 00  00 00 00 00 00 00 00 00 | ...............
    209DC30: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    209DC40: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    209DC50: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    209DC60: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    209DC70: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    209DC80: 00 00 00 00 00 00 00 00  00 00 00 00 A2 82 43 E1 | .............C
    209DC90: 00 00 00 00 00 00 00 00  00 00 00 80 00 00 00 FF | ...............
    209DCA0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    209DCB0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    209DCC0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    209DCD0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    209DCE0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    209DCF0: 00 00 00 00 00 00 00 00  00 00 00 00 00 00 00 00 | ................
    209DD00: 00 00 00 00 00 00 00 00  A2 82 43 E1             | .........C



    MAME Info
    MAMEInfo.dat entries: ckong and cclimber.c
    Code:
    MAMEInfo.dat entries for:
    cclimber.c
    ckong
    ckongpt2
    ----
    0.35b9 [Nicola Salmoria]
    
    
    0.02 [Nicola Salmoria, Lionel Theunissen]
    
    
    
    
    NOTES:
    
    
    - The Cannon Ball bootlegs on this Falcon (Crazy Kong) hardware don't correctly handle the protection device found on the original pacman hardware conversion, this causes them to crash after the a few rounds - confirmed on an original PCB. They clearly weren't tested properly by the bootleggers.
    
    
    
    
    WIP:
    
    
    - 0.153: Removed DEVCB_HANDLER by making cclimber_audio_device. Not very nice looking, but it's working. Audio boards needs better decoupling [Miodrag Milanovic].
    
    
    - 0.141u4: Added audio\cclimber.h. Further decoupled some driver files to help driver_device conversions [Atari Ace]: Crazy Climber audio code get his own includes. Convert Crazy Climber driver to driver_device.
    
    
    - 0.126u2: Fabio Priuli added DIP locations to Crazy Climber driver.
    
    
    - 0.123u3: Merged yamato.c with cclimber.c driver. Zsolt Vasvari cleaned up the Crazy Climber video driver, mainly via tilemap conversion. This fixes the ape sprite positioning in Crazy Kong - no more gap between feet and platform. Merged Yamato driver with Crazy Climber. Swapped gfx1 roms ($1000, 2000).
    
    
    - 0.122u8: Zsolt Vasvari removed colortables from Crazy Climber driver and a number of other drivers, as part of a larger move to phase out old-style colortables.
    
    
    - 0.110u5: Mamesick cleaned up the Crazy Climber driver, replacing hacks for cannonb with a separate video update callback.
    
    
    - 0.110u2: Added machine\cclimber.c. Galaxian/Scramble driver reorganization [Atari Ace]: machine\scramble.c is broken up into two files: machine\galaxian.c and machine\scramble.c, drivers\amidar.c, drivers\frogger.c, drivers\scobra.c get copies of some of the data structures they shared from other drivers. galaxian_base is made static and uses outside of the main driver were rewritten. cclimber_decode code from drivers\cclimber.c was separated into its own machine\cclimber.c file to allow mshuttle to share it without taking on other dependencies.
    
    
    - 0.105u1: Added includes\cclimber.h.
    
    
    - 0.104u8: Aaron Giles fixed Crazy Climber driver (rpatrolb, silvland, cannonb, cannonb2: The emulation starts for each but the game immediately shows a static screen).
    
    
    - 0.93: Changed Custom sound to Samples.
    
    
    - 0.53: Added machine\segacrpt.h.
    
    
    - 0.35b9: Added yamato.c driver.
    
    
    - 0.28: Merged ckong.c with cclimber.c driver [Nicola Salmoria]. Removed vidhrdw\ckong.c. All-new handling of rotation [Nicola Salmoria]: The GameDriver structure now has a "orientation" field which allows driver writers to handle fairly easily games which run on the same hardware but with different orientations. Crazy Climber/Crazy Kong, Lady Bug/Snap Jack/Cosmic Avenger and the Gottlieb games are examples of drivers using this feature. Rotation is handled automatically by gfxdecode(), which creates a prerotated charset, and drawgfx(), which swaps the arguments appropriately. Drivers which use only the standard functions to render their display will automatically handle the "orientation" field. If a driver writes directly to the bitmap, it must handle the rotation itself. IMPORTANT NOTE: osd_create_bitmap() swaps width and height when a rotation is requested. Take that into account or you'll risk trashing memory. IMPORTANT NOTE TO PORTERS: remember to update osd_create_bitmap() and osd_create_display() to take into account the rotation. Check msdos.c to see how this must be done.
    
    
    - 0.12: Added vidhrdw\generic.c/h.
    
    
    - 0.06: Removed Psg.c.new and Psg.h.old.
    
    
    - 0.05: Changed Psg.c.old to Psg.c.new.
    
    
    - 0.04: Added new PSG.C/H. Changed older in Psg.c/h.old.
    
    
    - 0.03: Removed machine\cclimber.c and machine\ckong.c.
    
    
    - 0.02: Added cclimber.c and ckong.c driver, machine\cclimber.c, vidhrdw\cclimber.c, sndhrdw\cclimber.c, machine\ckong.c, vidhrdw\ckong.c and psg.c/h and psg.txt.
    
    
    ----
    0.138u3 [Fred O.]
    
    
    0.18 [Nicola Salmoria]
    
    
    
    
    Artwork available
    
    
    
    
    WIP:
    
    
    - 0.156: Marcos75 added clone Donkey Kong (Spanish Crazy Kong bootleg).
    
    
    - 0.150: Ricky2001 (from AUMAP) added clone Crazy Kong (bootleg on Galaxian hardware, encrypted, set 1). Added clone Crazy Kong (bootleg on Galaxian hardware, encrypted, set 3). Changed 'Video Stars' from a parent set to clone 'Crazy Kong (bootleg on Galaxian hardware, encrypted, set 2)'. Renamed (vstars) to (ckongcv).
    
    
    - 0.147u4: Guru and Tingoes added clone Donkey King. Added encryption call, would be a push. Loading the actual dumped roms [David Haywood].
    
    
    -  4th December 2012: Guru - Last year I was sent a Kong Jr. board that turned out to be Donkey King Jr. After some years(?) hunting we now have the earlier game, Donkey King. The hardware is not your usual crappy bootleg with tons of patch wires on a Galaxian or Pacman or Scramble host board. The game runs on very clean, nice dedicated hardware. It's the same game as Donkey Kong of course but this is a great find! Thanks to Tingoes for never giving up the search for this game.
    
    
    - 0.147u3: Added notes about the rom mapping to Video Stars.
    
    
    - 0.145u6: Fortuna found the correct manufacturer of Crazy Kong. It's Kyoei (see http://www.youtube.com/watch?v=G0Tm7HwNWQQ at 20 min 21s).
    
    
    - 29th December 2010: Mr. Do - I have another new toy to help clean artwork up. Using the new toy, I took the existing bezel for Crazy Kong, and created the "more offical" version of it, based on multiple photos I've seen on arcade and restoration websites (dedicated to Chris, the biggest Crazy Kong fan out there).
    
    
    - 0.138u3: Fred O. added Crazy Kong (Falcon? 1981). Changed Crazy Kong (bootleg on Galaxian hardware) (ckongg), Crazy Kong (bootleg on Moon Cresta hardware) (ckongmc), Crazy Kong (Alca bootleg) (ckongalc), Crazy Kong (Orca bootleg) (ckongo), Crazy Kong (Scramble hardware) (ckongs), Big Kong (bigkong) and Monkey Donkey (monkeyd) from clones of Crazy Kong Part II to clones of Crazy Kong.
    
    
    - 23rd June 2010: Smitdogg - CrazyKongFan dumped the original Falcon version of Crazy Kong! Only one ROM is different from the Alca bootleg set. My guess is Alca just copied the ROMs straight from another revision made by Falcon and manufactured their own boards for sale. Pics of the PCB and it running (it has a couple of tiny glitches probably due to a bad RAM chip).
    
    
    - 0.136u3: Changed Crazy Kong (bootleg on Galaxian hardware) and Crazy Kong (bootleg on Moon Cresta hardware) to clones of Crazy Kong Part II. Added dipswitches 'Coinage (2x)', 'Cabinet', 'Lives' and 'Unused' to Video Stars.
    
    
    - 0.136u1: Stephane Humbert renamed (kkgalax) to (ckongmc), fixed dipswitches, inputs and descriptions for ckongg and ckongmc. Updated ckongmc memory map. Also fixed wrong coinage settings in ckongg. Changed description to 'Crazy Kong (bootleg on Galaxian hardware)' and clone 'Crazy Kong (bootleg on Galaxian hardware, set 2)' to 'Crazy Kong (bootleg on Moon Cresta hardware)'.
    
    
    - 0.135u3: Andrew Welburn added Video Stars (Competitive Video? 1982).
    
    
    - 0.129u5: Incog fixed year in clone Big Kong according to the title screen.
    
    
    -  9th January 2009: Mr. Do - We FINALLY have Congorilla bezel (a version of Crazy Kong) done, thanks to Ad_Enuff, who went through some blood, sweat and tears to get this one done. I say finally, because this was the VERY FIRST outside artwork donation purchased specifically for the project (not counting Aaron or myself), from way back in October 2006. Many thanks to Gor for picking this one up and shipping it to me for scanning.
    
    
    - 0.126u4: Guru added README for Crazy Kong.
    
    
    - 0.119: David Haywood added clone Crazy Kong (bootleg on Galaxian hardware, set 2). Changed description of 'Crazy Kong (galaxian)' to 'Crazy Kong (bootleg on Galaxian hardware, set 1)'.
    
    
    - 0.113u4: Colin added Crazy Kong (galaxian) (bootleg 1981).
    
    
    - 21st May 2005: f205v dumped Crazy Kong (bootleg on Galaxian hardware, set 2). Blister, no PCB. It's a clone of Crazy Kong (Scramble Hardware). Label says: "King Kong on Galaxy".
    
    
    - 0.95: Tom Girardot and Joe Magiera added clone Big Kong (bootleg).
    
    
    - 0.77: Pierpaolo Prazzoli fixed the wrong sprites in Crazy Kong (Scramble hardware).
    
    
    - 21st March 1999: Zsolt Vasvari has combined Crazy Kong (scramble hardware) with the main Scramble driver.
    
    
    - 0.35b1: David Winter added clone Crazy Kong (Orca bootleg). This version runs on an Orca board.
    
    
    - 0.34b1: Added color prom vid_6e.bin.
    
    
    - 0.31: Mike Coates added clone Monkey Donkey (bootleg 1981). Known issues: Cocktail mode doesn't work in Crazy Kong (Scramble Hardware) - the game resets after player 1 dies. This is likely a bug in the game.
    
    
    - 0.30: Lee Taylor added clone Crazy Kong (Alca bootleg).
    
    
    - 0.28: Known issues: Music doesn't work correctly in clone Crazy Kong (Scramble Hardware).
    
    
    - 0.18: Nicola Salmoria added Crazy Kong (Scramble Hardware) (bootleg 1981), music doesn't work correctly. Fixed bug in the 8910 emulation which caused noise to be played in Crazy Kong when you jumped over a barrel.
    
    
    - 26th February 1997: Dumped Crazy Kong (Scramble hardware).
    
    
    
    
    Recommended Games (Platform):
    
    
    Space Panic
    
    
    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)
    
    
    Springer
    
    
    Arabian
    
    
    Boggy '84
    
    
    Bristles (Max-A-Flex)
    
    
    Congo Bongo
    
    
    Dr. Micro
    
    
    Hopper Robo
    
    
    Jump Coaster
    
    
    Mappy
    
    
    Namco Classic Collection Vol.1 (Mappy)
    
    
    Mouser
    
    
    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
    
    
    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 Pengui
    
    
    Multi 5 (Tong Boy)
    
    
    
    
    Romset: 49 kb / 16 files / 29.5 zip
    
    
    ----
    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 (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.
    
    
    
    
    LEVELS: 4
    
    
    
    
    Other Emulators:
    
    
    * FB Alpha
    
    
    
    
    Recommended Games (Platform):
    
    
    Space Panic
    
    
    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)
    
    
    Springer
    
    
    Arabian
    
    
    Boggy '84
    
    
    Bristles (Max-A-Flex)
    
    
    Congo Bongo
    
    
    Dr. Micro
    
    
    Hopper Robo
    
    
    Jump Coaster
    
    
    Mappy
    
    
    Namco Classic Collection Vol.1 (Mappy)
    
    
    Mouser
    
    
    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
    
    
    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 Pengui
    
    
    Multi 5 (Tong Boy)
    
    
    
    
    Romset: 53 kb / 17 files / 31.2 zip
    
    
    ----

    Human interpretation:
    Achievement accomplished: 617100
    Recorded speed: 99.977963%
    DIP-switches: Bonus Life set to 7000 (standard Donkey Kong setting...why is this different for Crazy Kong?), but first death was at 107900 (well after 7000 or 10000).
    Time calc: 06:34:37 + 275813 frames at 60 Hz (1:16:36.833) ~= 7:51:14 vs. zip mod: 18:51:20
    Dates: Looks good with timezone offset
    Autofire used?: n/a
    Thanks Dk_madness thanked this post
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  4. 03-20-2015, 10:52 PM
    Quote Originally Posted by xelnia View Post
    DIP-switches: Bonus Life set to 7000 (standard Donkey Kong setting...why is this different for Crazy Kong?), but first death was at 107900 (well after 7000 or 10000).
    Also, note that the Bonus Life setting for the Arcade track is 7000.
  5. 03-21-2015, 12:14 AM
    Still voting accept as the 7k vs 10k bonus life awarded makes no difference IMO
    Craig Rout Gallant

    Current verified TG WRs: 58

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  6. 03-21-2015, 05:53 PM
    Quote Originally Posted by d3scride View Post
    Still voting accept as the 7k vs 10k bonus life awarded makes no difference IMO
    What if the game was set to 4 guy setting instead of 3 but they finished the game killing off that last man on the killscreen getting no points for it. Would this be acceptable? Although there might not be differences involved it is not competing with the same dip settings according to the rules. It is an interesting question, whether to allow a score under the rules but use different dip settings.
    Corey Chambers
    [URL]https://www.twitch.tv/clchambers00[/URL]

    [URL]http://wiki.donkeykonggenius.com[/URL] - Gaming Wiki for Donkey Kong, Donkey Kong Junior, and Mario Bros
  7. 03-21-2015, 05:56 PM
    yeah! good question!
    I suppose the extra man would not be cool. but en extra at 4 or 7,000, should only matter if top score was between those scores. ;)
    Boasting the largest collection of pac-man related games, hacks and clones on all formats:
    https://www.youtube.com/playlist?lis...rssgY8MYXKtfiU

    BOMB JACK tournament record beaten with 1 life:
    https://www.youtube.com/watch?v=WWXxHNjy7QQ

    Learn to play BOMB JACK playlist:
    https://www.youtube.com/watch?v=fwXn...6AF1BC&index=2

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  8. 03-25-2015, 06:30 AM
    The first death was long after the parameters for gaining the extra. There was no impact on the end result of the score and therefore shouldn't make any reason for a DQ... Accepted, IMO. :)
    I'd rather be last on every game than throw my time away chasing only one score.
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