Congo Bongo applied to a jungle setting the same axonometric perspective Sega had debuted with Zaxxon a year earlier: the player climbs mountains, dodges rolling rocks and hostile animals in a platform course seen in fake 3D, considerably harder to read than a conventional platformer due to the ambiguity of isometric depth.
It's one of the key pieces for understanding Sega's early experiments with non-orthogonal perspectives, a visual language the company would keep exploiting throughout the decade. Less remembered than Zaxxon, it nonetheless retains that same particular challenge of calculating jumps in a space that tricks the eye.

If you liked this one