the cutting room mirror

Crazy Climber

To do:
Check for more regional differences.

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.

Percussion wood-block

Percussion snare

Climb (left hand)

Reused for walking/climbing in Crazy Kong.

Climb (right hand)

Uses the same sample data as the left hand climbing sound.

Idle

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.

Death

Reused for spring bouncing and falling in Crazy Kong.

Stage clear

Bird droppings

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.

Girder/sign crash

Reused for stomping in Crazy Kong.

Uses the same sample data as the snare sound.

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#


  1. Jorudan - GDRI :: Game Developer Research Institute↩︎
  2. Domestic and Overseas Arcade Game List 1971-2005↩︎