Congo Bongo (Rev C, 2 board stack)

Arcade 1983 Sega Platform Run Jump
Congo Bongo is an isometric platform game and is Sega's take on Nintendo's legendary "Donkey Kong". The game begins with an animated cut-scene showing Bongo the gorilla as approaches the campsite of a sleeping safari hunter and sets fire to his tent. The player takes on the role of the hunter who has vowed revenge on Bongo for this cruel prank.

The game consists of four different scenes. Each is timed by a bonus counter in the upper left corner of the screen. As time passes, the bonus decreases. If the bonus counter reaches zero, a player life is lost.

Congo Bongo's four scenes are as follows:
* Primate Peak. Climb to the top to reach Bongo the gorilla, avoiding the rolling coconuts he throws at the hunter. Don't let the monkeys jump on the hunter's back, because if three manage to take hold, they will throw the hunter over the cliff. Pressing the jump button repeatedly will dislodge them. Once Bongo is reached, he will retreat and the hunter will follow him to the next scene.

* Snake Lake. Avoid the scorpions that crawl onto the grassy area on which the hunter starts the scene and jump onto the maze-like paths, while jumping over or avoiding snakes. Jump onto the back of the submerging hippo without touching the water
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Congo Bongo (Rev C, 2 board stack)

Partager Congo Bongo (Rev C, 2 board stack)

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Technical

CPU
  • maincpu Z80 (@ 3 Mhz)
  • audiocpu Z80 (@ 4 Mhz)
Chipset
  • SN76496 (@ 4 Mhz)
  • SN76496 (@ 1 Mhz)
Display
  • Orientation Tate
  • Resolution 255 x 224
  • Frequency 59.999408 Hz
Controlers
  • Number of players 2
  • Number of buttons 1
  • Kind of controler joy (8 ways)

Congo Bongo (Rev C, 2 board stack) Screenshots

Congo Bongo (Rev C, 2 board stack) - Screen 1
Congo Bongo (Rev C, 2 board stack) - Screen 2
Congo Bongo (Rev C, 2 board stack) - Screen 3
Congo Bongo (Rev C, 2 board stack) - Screen 4
Congo Bongo (Rev C, 2 board stack) - Screen 5

Clones of Congo Bongo (Rev C, 2 board stack)

Scoring for Congo Bongo (Rev C, 2 board stack)

Each step taken : 10 points
Jumping onto hippo, fish or lily pad (increases by 50 each round) : 100 points
Jumping into a mole hole : 1000 points
Jumping across a chasm : 500 points

At the successful completion of each round, the player is awarded the number of points remaining in the bonus box.

Congo Bongo (Rev C, 2 board stack) and M.A.M.E.

0.10 [Ville Laitinen]

Artwork available
Samples required

TEST MODE:
- Use F2 to enter test mode, then 1 to advance from one test to the following.

Bugs:
- Sound glitch since the zaxxon.c rewrite. Gyrovision (ID 00798)

WIP:
- 0.147: Replaced SN76496 sound with SN76496_NEW.
- 0.145u8: Kevin Eshbach and The Dumping Union added clone Congo Bongo (Rev C, 3 board stack). Corrected rom labels and U locations for the Congo Bongo sets. Added the 3 board stack version with correct PBROM. Added additional documentation about the 2 board stack and the 3 board stack. Brian Troha corrected / clarified the "hand written" Congo Bongo label statement. As per suggestion, added "Rev C" to game name as there are other versions out there that need dumping. Changed parent description to 'Congo Bongo (Rev C, 2 board stack)' and clone 'Tip Top' to 'Tip Top (3 board stack)'.
- 0.135u3: Kevin Eshbach added information on the PROM from the 2 Board version of Congo Bongo.
- 9th July 2008: Mr. Do - Congo Bongo was another from CAG that was photoshopped "not so well." Compare the bottom right corner of the new one to the old one.
- 0.122u8: RansAckeR improved dipswitches according to manuals in Congo Bongo.
- 12th November 2006: Mr. Do - Congo Bongo bezel has been "optimized" by Ad_Enuff; much smaller file size (up to 80%) with no loss in quality.
- 16th October 2006: Mr. Do - Through a co-operative effort with ClassicArcadeGrafix, I will able to occasionally borrow art for adding Congo Bongo bezel.
- 0.107u3: Fixed rom names and dipswitches.
- 0.107u2: Rewroted Zaxxon driver from the schematics [Aaron Giles]: This is still a WIP (not finished yet). Fixed clock speeds and video timing. Complete memory maps. Simplified video code and merged common cases together. Palette derived from resistor weights. Background positioning still a little off. Changed Z80 CPU2 clock speed to 4MHz, palettesize to 512 colors and VSync to 59.999409. Changed 4-way Joystick to 8-way. Removed flags dispose from region gfx4. Added dipswitches 'Lives', 'Demo Sounds', 'Cabinet', 'Coin A/B' and 'Bonus Life.
- 0.107u1: Aaron Giles fixed crashed in the video driver.
- 0.104u8: Chris Law and Aaron Giles fixed second SN76496 on Congo Bongo to have the correct frequency (1MHz).
- 0.104u6: Chris Law improved samples support for Congo Bongo. Replaced all samples with new ones.
- 0.76u1: Changed Z80 CPU1 clock speed to 3041250 Hz.
- 0.59: Added dipswitches 'Test Back and Target' and 'Test I/O and Dip SW'.
- 0.34b1: Added color prom congo.u68.
- 0.33b5: John Butler supported rotation in Congo Bongo.
- 0.31: Known issues: What do the dip switches do?
- 0.30: Gary Walton added clone Tip Top (Sega 1983) (UK version).
- 0.29: Ville Laitinen and Tim Lindquist added sound in Congo Bongo (samples are needed to get full sound). Accurate colors in Congo Bongo [Tim Lindquist, Nicola Salmoria].
- 0.28: Congo Bongo can go in service mode (F2) [Nicola Salmoria]. Known issues: What do the dipswitches do?
- 0.26a: Mirko Buffoni worked with the wrong source, now everything is back to normality in Congo Bongo.
- 0.22: Paul Berberich fixed some colors of Congo Bongo. They are not right but a lot better of the previous. Screenshots could be useful.
- 0.18: Congo Bongo now save their high scores for real [Nicola Salmoria]. The code had disappeared from the drivers. I did write it, since I had .hi files in my directories.
- 0.15: Miscellaneous graphics fixes to Congo Bongo and added high score saving [Nicola Salmoria]. Also better colors, thanks to Marc Lafontaine.
- 0.12: Ville Laitinen fixed sprite priorities in Congo Bongo.
- 0.11: Nicola Salmoria fixed joystick controls for Congo Bongo.
- 0.10: Ville Laitinen added Congo Bongo (Sega 1983). The colors are terrible, but it's playable and has no sound. Control: Arrows = Move around and CTRL = Jump. Note: The background is stored as a rectangle, but is drawn by the hardware skewed: Go right two pixels, then up one pixel. Doing the conversion at run time would be extremely expensive, so we do it now. To save memory, we squash the image horizontally (doing line shifts at run time is much less expensive than doing column shifts).

LEVELS: 4

Romset: 133 kb / 18 files / 53.6 zip
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