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The main protagonist in this game, the Crazy Climber's main objective is to scale the side of each of four skyscrapers in the game. He must avoid all dangers to successfully complete his mission; if he succumbs to any danger, he will be knocked off the side of the building and lose one life. The game ends when the player exhausts his supply of lives (usually three, depending on the setting); an extra life is awarded at 30,000, depending on the game setting.
If the player succumbs to a danger, he will yell, "Oh no!" as a tune plays. If the player has lives remaining, the game will resume at the point where he was knocked off, with the most recent major danger eliminated.
The most common danger to the player, these windows will shut, either to impede Crazy Climber's progress or — if they shut on his hands — cause him to fall from the building and lose a life. At first, the windows open and close at a slow steady rate. As you reach later buildings, the windows open and close more sporadically.
These bald-headed residents of the building, apparently annoyed at Crazy Climber's efforts to climb the building, hurl various objects at the game's hero, in an effort to knock him from the building. These objects include flower pots, buckets of water and fruit. Flower pots are all that appear early on, but the larger objects are used by more aggressive (and numerous) Mad Doctors later on. If enough objects hit Crazy Climber's head (or if he is positioned just right), he will be knocked off the building.
A giant Condor flies across the width of the building, dropping eggs and excrement aimed at the climber. In the early stages, only two of the droppings come at a time, but this increases to eight by the latter stages of the game. As with the items dropped by Antagonists, if the Climber is hit by too many droppings in succession, he dies.
The giant ape from the movies, whose sole objective is to punch the much smaller Crazy Climber off the building. He only appears where the building is two windows wide in the center, and he alternates between the left and right sides of the building. He pounds his chest a few times before punching into the center of the building. Then he disappears and reappears on the other side of the screen.
First seen in the game's second stage, these falling steel girders and iron dumbells serve to try to knock Crazy Climber from the building upon contact. At first they fall fairly straight down, while at later levels, they tend to fall diagonally through the air, making them much bigger threats.
Protruding from electric signs that appear in the upper levels of the later skyscrapers, Crazy Climber can withstand 10 shocks without danger. The 11th shock, however, is fatal. Move past the sign as quickly as you can.
First appearing in the third level, Crazy Climber must avoid these signs at all costs, as they will knock him off the building upon contact. They are large and difficult to avoid up close, so move to a safe location on the building immediately upon sighting them. They do not move laterally.
Appearing for the third and fourth buildings, this red balloon can net the player bonus points if he is able to get Crazy Climber to grab it. In addition, Crazy Climber is transported up 10 stories to a safe window. However, the player has only a limited amount of time to grab the balloon, before it drifts away.
Awaiting Crazy Climber at the top of the skyscraper is a helicopter, which makes several passes at various points along the roof. If the player is able to get Crazy Climber to touch the runner, he nets a bonus (determined by the building stage and how much time was used to scale the building), a victory tune plays and the game progresses to the next round, where a more challenging skyscraper awaits.
If the player does not grab the runner, the game still moves on to the next building; however, no bonus is awarded.
Each building has a STEP POINT heading. This indicates how many points you get for each window you successfully climb to. You also start out with a certain amount of bonus points per building. On buildings one and two, they decrease by 100 about every 2 seconds while on buildings three and four they decrease by 200 points about every 2 seconds. Below are listed the STEP POINT and BONUS RATE points :
NOTE : You will only collect the remaining BONUS RATE if you successfully grab the helicopter at the top of the building. If you fail to grab the helicopter after it has made two passes, you get a consolation bonus of 3000 points regardless of what the BONUS RATE remaining is.
The balloon shows up during buildings two and three. You don't get points, perse, for grabbing the balloon. Instead, your character will get lifted up approximately ten stories and avoiding any hazards they may contain. You will get STEP POINTS for these bypassed stories as if you had actually climbed them. In addition, it will give you a bigger bonus since it is quicker going up the building like this.