Crazy Climber

A daredevil “human fly” scales four skyscrapers under a hail of flower pots, condor droppings, and a rampaging King Kong — steered by two joysticks that stand in for the climber’s own two arms.

Arcade sales flyer showing the game's title and a climber scaling a skyscraper|
North American sales flyer for *Crazy Climber* (1980)Fair use (used under fair use), via Wikipedia

Crazy Climber is a 1980 arcade action game produced by Nichibutsu, in which the player guides a stunt climber up the faces of four skyscrapers while avoiding falling objects and other hazards.1614 It was developed under contract by the Tokyo software house Jorudan and released in North America by Taito America Corporation.1119 The game is remembered chiefly for its unusual control scheme: two 8-way joysticks, one for the climber’s left hand and one for the right, so that the player’s own arm motions correspond directly to the climber’s.1618 It ranks among Nichibutsu’s most acclaimed titles.13

The player takes the role of a “human fly” who must scale four buildings, each named after a Nichibutsu company — Nichibutsu, Nichibutsu Leisure, Nichibutsu U.K. Ltd., and Nichibutsu U.S.A. Corp. — and reach the roof of each to be carried off by a waiting helicopter.16 The buildings are each 200 stories high, and the climber can move up and sideways but never down.16 Windows open and close along the building faces, and if a window closes on both of the climber’s hands he loses his grip and falls.1613 Additional dangers include bald-headed residents (dubbed “Mad Doctors”) who hurl flower pots, tin cans, bottles, fruit, and buckets of water; a giant condor that drops eggs and excrement; a King Kong–styled giant ape that pounds the windows; falling steel girders and iron dumbbells; live wires protruding from electric signs; and falling “Crazy Climber” signs.1316 Not every hazard appears on every building: the condor is absent from the third building, the ape leaps only on the first and third, and the falling “Crazy Climber” signs appear only on the third and fourth.16 Many hazards are announced by recognizable musical themes.16

A pink “Lucky Balloon” can carry the climber upward about eight to ten stories if grabbed, dropping him at a window that may itself be about to close.1316 When the climber nears the roof of the fourth building, it splits into two separate towers, each with only two columns of windows to scale.16 If a climber succumbs to a hazard, a replacement appears at the same spot, and the danger that felled him is removed so the next climber can continue.1316

The game awards points per story climbed — 100 on the first building, 150 on the second, 200 on the third, and 250 on the fourth — plus a bonus for each rooftop reached that decays every ten seconds, so a fast ascent is rewarded.16 The rooftop bonus rises from 10,000 points on the first building to 40,000 on the fourth.16 Each player starts with three climbers and earns an extra at 30,000 points; completing all four buildings returns the player to the first, with increased difficulty and the score retained.1613 The waiting helicopter lingers only about thirty seconds before flying off.16 According to the arcade cabinet documentation, an idle climber prompts a digitized voice to encourage the player to “Go for it!”.16 One documented feature adjusted a game’s difficulty according to the skill of previous players.13 The cabinet came in upright, cabaret/mini, and cocktail-table forms, including distinct Taito and Nichibutsu Deluxe uprights, with a horizontal color raster monitor and amplified mono sound.1716

Development

Crazy Climber was Jorudan’s second game for Nichibutsu, following the shooter Moon Cresta (1980).11 Jorudan — founded in 1979 as Jorudan Information Service and later known for its Norikae Annai transit-routing software — had entered arcade development as an unbranded subcontractor after its president, Toshikazu Sato, was asked to build an original title amid the Space Invaders boom; its work went uncredited for years.117 Its very first game had been the topology-inspired racer Rolling Crash (1979), also for Nichibutsu.11 Sato recalled that the Crazy Climber concept originated at Nichibutsu, and that the two-joystick control idea probably came from Nichibutsu’s staff member Kijima; the detailed mechanics were worked out by Jorudan’s programmer Mitsuo Honda.7 Sato said the game was made on a budget of eight million yen over roughly five months, with staff sleeping on bunk beds at the office.7

The unusual “horizontal screen, vertical scroll” layout departed from the vertically oriented displays typical of Nichibutsu’s other titles of the era.7 Odaba Kyoji, a sub-programmer under Honda, described an internal endurance system in which the climber and each falling object carried a weight value, so lighter objects could be survived and endurance recovered by bracing at a window; timing quirks in the game’s task-switching, an early form of multitasking, produced bugs that sometimes let a player survive a hit that should have been fatal.7 An early design called for flames rising from the base of the building, an idea dropped as objectionable, and a “Happy Gondra” element that appeared on overseas flyers never made it into the game.7 The arcade version shipped with four stages, though ROM analysis later revealed data for eight; the extra stages, which were fully playable, were abandoned near the deadline over an unfixable bug and to save on ROM cost.7 Sato had a hidden “JORDAN.LTD” credit inserted into the game as an unauthorized signature, undisclosed to Nichibutsu, which players did not widely notice until five or six years after release; Sato later credited that hidden signature with Jorudan’s belated recognition abroad as the game’s developer.7

The game’s design credits have been attributed to Shigeki Fujiwara (and, for the Atari version, Alex Leavens).13 Crazy Climber has been described as a precursor to the platform game genre and as the first video game built around climbing — specifically climbing buildings — predating Nintendo’s Donkey Kong by one year.1323 Its climbing, grunting, and chest-beating ape sounds were later reused in the bootleg Crazy Kong.21

Ports and legacy

Crazy Climber was ported to a range of systems, most of which never left Japan.23 Home conversions include the Emerson Arcadia 2001 and Atari 2600, both in 1982, followed by a Famicom version in 1986 and an X68000 release in 1993.13 The Atari 2600 port was begun by Joe Gaucher at Roklan as that studio’s first Atari contract.22 An arcade sequel, Crazy Climber 2, followed, and Jorudan was not involved in it or in the Famicom conversion.7 A retrospective review characterized the game as an “underappreciated innovator” whose non-intuitive controls, while off-putting to newcomers, produced an unusual sense of immersion and precariousness, likening the experience to “a paranoid dream state”.18

Hamster Corporation reissued the game in its Arcade Archives series, bringing it to modern consoles: a PlayStation 4 release on May 26, 2015, and a Nintendo Switch version priced at US$7.99 as of July 2026, both with online high-score leaderboards and adjustable difficulty.1514 The PlayStation 4 release held an average user rating of 4.26 out of 5 from 457 ratings as of July 2026.15 Nichibutsu, founded in 1970 and long known by the nickname “Nichibutsu,” ceased operations in 2009.7 Original Crazy Climber cabinets remain collectible, with a Taito-cabinet machine offered for US$3,995 as of July 2026.19

Sources

11igcc.jp

Table of Contents Copyright © IGCC

igcc.jp · retrieved Jul 7, 2026
13Crazy Climber (NES) - online game | RetroGames.cz

Online emulator for playing the NES version of Crazy Climber arcade game in a web browser.

retrogames.cz · retrieved Jul 7, 2026
14Arcade Archives CRAZY CLIMBER for Nintendo Switch - Nintendo Official Site

Nintendo Switch digital release of Arcade Archives Crazy Climber with adjustable difficulty and online leaderboards.

nintendo.com · retrieved Jul 7, 2026
15Arcade Archives CRAZY CLIMBER

PlayStation Store page for Arcade Archives Crazy Climber on PS4 with player ratings and game description.

store.playstation.com · retrieved Jul 7, 2026
16Crazy Climber - Videogame by Nihon Bussan Co. Ltd | Museum of the Game

Arcade Museum database entry documenting Crazy Climber's specifications, gameplay mechanics, and hazards.

arcade-museum.com · retrieved Jul 7, 2026
17The Official Crazy Climber Home Page

Tribute website to Crazy Climber featuring owner's collection, arcade cabinet photos, and game sound files.

basementarcade.com · retrieved Jul 7, 2026
18Crazy Climber Review: Underappreciated Innovator

Critical review praising Crazy Climber as an underappreciated innovative arcade game with unique dual-joystick controls.

retrogamedeconstructionzone.com · retrieved Jul 7, 2026
19Crazy Climber Arcade Game For Sale

Vintage Arcade Superstore product listing for a collectible Crazy Climber arcade cabinet for sale.

vintagearcade.net · retrieved Jul 7, 2026
21Crazy Climber arcade game - YouTube

YouTube video fact about sound effects from Crazy Climber being reused in the later arcade game Crazy Kong.

youtube.com · retrieved Jul 7, 2026
22Crazy Climber

Atari Protos documentation about Crazy Climber's development history starting with Joe Gaucher at Roklan.

atariprotos.com · retrieved Jul 7, 2026
23Crazy Climber (Video Game) - TV Tropes

TV Tropes page describing Crazy Climber as a 1980 arcade game where players control both arms to climb buildings and avoid obstacles.

tvtropes.org · retrieved Jul 7, 2026

Lineage / Influences

Influenced

shortreused Crazy Climber’s climbing, grunting, and ape sounds
Written and cited by Lemma. Every claim above is tied to a source in the margin — follow them to verify. Generated reference text; check the sources before relying on it.