King Kong 2: Yomigaeru Densetsu

A 140-screen island, three endings that depend on the days and on how many times you continue, and an axe that only works against one enemy. All drawn from the ROM.

Konami - (c) Konami 1986 - An RC-745 cartridge, a 128 KB MegaROM (Konami4) - MSX2 - Dump 9c42a0b4...

Not one capture here. Every picture is drawn from the bytes of the ROM with the cartridge's own tables: the title, the island and its areas with what every screen hides, Mitchel, the enemies, the bosses and the items. They are checked against openMSX on an MSX2 machine: the bosses, 0 bytes different in their seven screens. The listing and the numbers are reproducible with make, and reassembling gives back the ROM byte for byte.

The cartridge in numbers

100%of the binary explained
2,414named routines
40.1%of the listing commented
37,983bytes of code
93,089bytes of data
0bytes unidentified

What turned up when we took it apart

Three endings, and the best one is not the obvious one

The game counts the days, one every 2048 frames (about 34 seconds), and the times you have continued after GAME OVER (0xC16E). On rescuing LADY KONG, p06:A837 chooses: with 366 days or more, too late («AMY could do nothing: KING KONG has just died»); otherwise, with 51 continues or more, AMY operates and he comes back to life; with fewer, a baby KONG turns up as well.

The texts are the ROM's (p06:AD44-AF40); the conditions come from the code and have not been played.

The level trick

With TAB and an F key held down when the game starts, you start with a higher level: F1 gives LEVEL 10, F2 20, F3 30, F4 40 and F5 50 (p01:67F3).

Seen in openMSX: TAB+F1, LEVEL 10; TAB+F4, 40; without the trick, 00.

Every enemy has its weapon

Not every weapon works against everyone (p09:BB14). The axe, with a strength of 25, only hurts GRIZZLY; the harpoon, only B F MAN and D F MAN. WHITEFIRE and WHITEOGRE only fall to the sword of light; CLUBMAN, to the ROD; BIGSPIDER, to the knife; REDSPIDER, to the club or the claw; TWINMIRES, only if you carry the おまもり charm. THE NASTY, BADPRIEST and BIGFLOWER take nothing from close combat.

It comes from the code; we have not played it.

The axe is not sold: BOWLER drops it

No shop sells it. BOWLER drops it every 16 kills if you do not carry it (p03:BBA9), except on screen 0x22, where it leaves someone who talks. Every enemy has its loot and its count (0xDFC0-0xDFDB): BATT leaves meat every 6, CAVEMAN ten fireballs every 10… And killing a few WATCHMEN on screen 0x6E opens a passage.

It comes from the code; we have not played it.

THE NOT moves the opposite way to you

THE NOT reads your keys and goes the other way (p02:91B4): you go up, it goes down. Until you hit it; then, at random. BOWLER, instead, goes where you go (p02:8986), and the worms move away from where Mitchel is facing.

It comes from the code; we have not played it.

Five bosses that are not sprites

BIGFLOWER, TWINMIRES, THE NASTY, BADPRIEST and REVOLVER are drawings that p00:4BD0 uploads to page 1 of the VRAM when entering their screen, and that the VDP copies with LMMM every time they move or open their mouth.

Checked against the openMSX dumps: 0 bytes different in the seven screens.

What the island hides

15 passages (tiles 0xC0-0xC3, p06:BE16) lead to another screen, several covered by rocks that only the てむさ spell removes. 37 pieces of scenery can be removed, each one by its event (p09:B3FD); removing the one on screen 0x0B makes the sword of light appear (p15:BD80). With the wooden key, screen 0x0D leads through to 0x70 (p01:7F87).

It is all marked on the map, from the tables.

The durian and the one who follows Mitchel

Using the durian in its place (p01:7D33) takes you to screen 0x5F, and from there a figure follows Mitchel repeating his steps 22 behind (p02:829A). While it is with you, the radio changes its message: «Good work, MITCHEL. We are on our way».

It comes from the code; we have not played it.

The dead do not come back

A dead enemy does not reappear while you stay within the 3 × 3 screens around (p00:590B), and a dead boss never comes back (0xDE00).

It comes from the code; we have not played it.

What the cartridge draws

Under each picture is where it comes from and what is on it.

The title built from the 1-bit letters at p06:A2A1-A561 and the credits at p06:BAE7. Checked against the openMSX dump.
The title built from the 1-bit letters at p06:A2A1-A561 and the credits at p06:BAE7. Checked against the openMSX dump.
The 140 screens, the island and eleven areas, placed by their neighbours (p09:B1C5); the order of the exits is checked by walking Mitchel out through the edges. On top, in yellow, the passages and the special exits with where they lead; in red, what can be removed and its event; in green, the items that appear on their own; in blue, who talks on each screen.
The 140 screens, the island and eleven areas, placed by their neighbours (p09:B1C5); the order of the exits is checked by walking Mitchel out through the edges. On top, in yellow, the passages and the special exits with where they lead; in red, what can be removed and its event; in green, the items that appear on their own; in blue, who talks on each screen.
Mitchel in his 17 poses, out of and in the water: one RLE per pose (p13:7D9B) and two overlaid 16 × 16 sprites.
Mitchel in his 17 poses, out of and in the water: one RLE per pose (p13:7D9B) and two overlaid 16 × 16 sprites.
The 55 enemy types with the name the game gives them (p15:BA76), drawn with their patterns and colours.
The 55 enemy types with the name the game gives them (p15:BA76), drawn with their patterns and colours.
The five bosses painted by the VDP, with their mouth open and shut where they open it (p00:4BD0, figures in p14).
The five bosses painted by the VDP, with their mouth open and shut where they open it (p00:4BD0, figures in p14).
The 38 drawings at p07:630A with their names in the game's font (p15:A069).
The 38 drawings at p07:630A with their names in the game's font (p15:A069).
The Konami logo that is uncovered at power-on.
The Konami logo that is uncovered at power-on.