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In 1980, some guy decided to climb all 100 stories of Nichibutsu's company office building, so they made a game about it. Thus, Crazy Climber was born. [citation needed]
Regional Differences#
All of the DAC audio samples were changed from the Japanese release to the US release. A comparison is as follows.
Context |
Japan |
Notes |
US |
Notes |
|---|---|---|---|---|
Game bootup |
N/A |
Only heard in the US version, plays a few seconds after game is turned on. |
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Percussion wood-block |
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Percussion snare |
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Climb (left hand) |
Reused for walking/climbing in Crazy Kong. |
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Climb (right hand) |
Uses the same sample data as the left hand climbing sound. |
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Idle |
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Hit falling object |
Non-voice component uses the same sample data as the wood-block sound. |
Non-voice component uses the same sample data as the wood-block sound. |
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Death |
Reused for spring bouncing and falling in Crazy Kong. |
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Stage clear |
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Bird droppings |
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Gorilla punch |
Reused for jumping in Crazy Kong, uses the same sample data as the bird dropping sound. |
Uses the same sample data as the bird dropping sound. |
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Girder/sign crash |
Reused for stomping in Crazy Kong. |
Uses the same sample data as the snare sound. |
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Live wires |
Uses the same sample data as the snare sound. |
Uses the same sample data as the snare sound. |
Generally the Japanese version's samples are longer and higher quality, while also using comically pitched-up voice samples. The US samples opt for more realistic voice samples, but sacrifice quality and length.
References#
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The Crazy Climber series | |
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Arcade |
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SNES |
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Wii |
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