Congo Bongo (1983) uses an isometric perspective, uncommon for its time, to have the player climb mountains, dodge coconuts, and cross rivers while chasing a giant ape, in Sega's clear response to Donkey Kong's success. It's an early, ambitious example of using fake depth in arcades; it's enjoyed today as a piece of clever design, though demanding because of the eyeballed jumps the perspective forces on the player.

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