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Classic Arcade Game
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Title: Donkey Kong

Release Date: 1981

Developer: Nintendo

Class: Wide Release

Genre: Platform

Maximum number of players: 1

Number of simultaneous players: 2

Game Controls:

  • Joystick: 4-Way
  • Total Buttons: 1
  • Actions:
    Jump

Overview:

An absolute legendary arcade game in which the player takes on the role of Mario (aka Jumpman) - who makes his debut in this game, and would go on to become a gaming legend - and must battle his way to the top of each level to rescue his beloved Pauline; who has been kidnapped by the giant ape, Donkey Kong.

Facts & Trivia:

Released in July 1981. Developed by Ikegami Communication.

The game was originally going to be called 'Monkey Kong' but, as with "Continental Circus", a mistake during the translation process from Japanese to English resulted in the now legendary name. The game's creator, the equally-legendary Shigiru Miyamoto denies this story to this day - claiming that the naming is deliberate as he wanted an animal name that would capture the 'stubborn' nature of the Kong character (as in 'stubborn as a mule'). Few within the industry believe this explanation, however.

Nintendo was sued by Universal Studios who said the Donkey Kong character infringed on the King Kong copyright. Nintendo's legal counsel, John Kirby of Latham & Watkins LLP, recalled an old case were the RKO Pictures sued Universal Studio for the same reason. At this time, Universal Studio had argued that King Kong was in the public domain. So, Universal Studio lost and had to pay Nintendo $1.8 million in damages. To thank John Kirby, Nintendo created a personage with the name of Kirby (originally called Popopo).

Donkey Kong was to be Nintendo's first big breakthrough into the western - and particularly American - arcade scene. Before Donkey Kong, Nintendo was having difficulty establishing itself in these markets. After the game's massive success Nintendo quickly established their headquarters of Nintendo of America to ensure that the game was being distributed properly.

Donkey Kong introduced a number of wholly original game-play ideas to the platform genre. It was the first ever game to feature multiple play-fields, for example. It was also the first game that allowed players to jump over objects. Its creation came about due to the commercial failure of another game called "Radar Scope". A consequence of which was an excess of redundant arcade cabinets. In an attempt to limit their losses, Nintendo commissioned Donkey Kong and history was made.

For more facts and trivia check out www.arcade-history.com and www.arcade-museum.com

Game Ports:

Colecovision (1982)
Mattel Intellivision (1982)
Atari 2600 (1983)
Atari XEGS
Atari 7800 (1988)
Nintendo Famicom (1986)
Nintendo Famicom (1988, "Donkey Kong Classics")
Nintendo Game Boy (1994)
Nintendo 64 (1999, "Donkey Kong 64") : unlockable extra.
Nintendo Game Boy Advance (2002, e-Reader Series)
Nintendo Game Boy Advance (2004, Famicom Mini Series)
Nintendo Wii (2006, "Virtual Console")

Tandy Color Computer (1982, "Dunkey Munkey")
Tandy Color Computer (1982, "Donkey King")
Tandy Color Computer (1983, "The King")
Tandy Color Computer (1983, "Monkey Kong")
PC [Booter] (1983)
PC [Booter] (1983, "Gorilla Gorilla", a part of the "Friendlyware PC Arcade" suite)
Commodore VIC-20 (1983)
Apple II (1983)
Atari 800 (1983)
Commodore C64 (1983)
TI99/4A (1983, "Donkey Kong", Atarisoft)
BBC B (1984, "Killer Gorilla" - Micropower)
Acorn Electorn (1984, "Killer Gorilla" - Micropower)
Amstrad PCW (198?, "Climb It")
Amstrad CPC (1986)
Sinclair ZX Spectrum (1983, "Kong" - Ocean)
Sinclair ZX-Spectrum (1986, "Donkey Kong" -Ocean)
MSX
PC [MS-DOS] (1997, "ChampKong" - CHAMProgramming)

VFD handheld game (1982) released by Coleco.
LCD handheld game (Game & Watch) released by Nintendo : double screen.

Tips & Tricks / More info:

* When you start the game, Mario will start at the oil can on the bottom floor of the Ramp Stage. Your job is to navigate him to the top so that he can progress to the next stages. Here are some strategies for each stage...

* RAMP STAGE : This is the first (25m) stage of each level.
NOTE : On the US version, this stage is played more than once in each level starting with L-04, where it is played twice (25m and 75m); from L-05 onward, it is played three times (25m, 75m and 125m).
1) On Level 01, the Ramp Stage pretty easy. Donkey Kong will start the show by dropping a Beam into the oil can, igniting it. After a couple of seconds, a Fireball will jump out and dance about. Afterwards, every eighth Barrel released by Donkey Kong will be a Beam. In the later levels, Donkey Kong will throw the first Beam diagonally toward the lower right corner. If you are running toward that ladder, you and the Beam may have an unexpected encounter. On the later levels, it's better to hesitate briefly, then start running so you can jump the Beam.
2) Donkey Kong releases a Barrel about every 2 seconds. This does not mean, however, that the Barrels will all come at you at a uniform rate. Some Barrels will fall down the ladders, whether they are broken or not, before reaching the end of a platform. This can cause the Barrels to bunch up in 2's, 3's, and even 4's. Be wary when attempting to jump too many Barrels since you don't have the horizontal range to jump too many.
3) Also remember to have enough overhead clearance when jumping Barrels. If Mario's head goes above the platform above, he may hit a Barrel rolling down that platform. This problem is especially true at the ends of the platforms.
4) In the later levels, the Barrels seem to go for Mario. To offset this a bit, go just a little past a ladder. The Barrel may drop giving you an opening at a ladder farther down the platform.
5) The Hammer can be either your greatest friend or your worst hindrance. It lasts anywhere from 5-7 seconds. Here are some hammering tips :
a) Remember, you cannot jump or climb ladders when you have the Hammer.
b) Be wary of trying to hammer Barrels that are close together. You will take out the first Barrel, but the second Barrel will get you when Mario is swinging the Hammer up. It's better to do a quick back and forth jog so that you can get the second Barrel.
c) If Mario stands at the end of a platform so the one above is right above his head, he can destroy Barrels before they drop to his level. Again, watch out for how much hammering time you have or a Barrel may drop on you right when your hammer goes away.
6) If there is a Barrel coming down the platform above and you are about ready to climb a ladder, wait for a moment. If you are on the ladder, the Barrel may decide to take a short cut and land on your head. This becomes more prevalent in the higher levels. NOTE: On the Japanese version, a Barrel cannot drop down a ladder while Mario is on it.
7) As you proceed into the higher levels, Donkey Kong does not always play fair. He has a tendency to throw Barrels diagonally or even to drop them to the next platform. Be ready to expect the unexpected at the later levels.
8) Although the Fireballs on this stage are rather sedate, they still can pose a danger. If you take too long on the level, the Fireballs will eventually climb the ladders to higher platforms so it is important to move up quickly and safely.
7) On this and all stages, Mario can only survive falls at a distance no greater than his height.

For more tips and tricks check out www.arcade-history.com and www.arcade-museum.com

Screenshots

Gameplay Video

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