What a waste of good oil...Fireball is coming to get Mario! Mario kicks butt!  (Hammer Time!)This fireball isn't afraid!What's he looking at? Rolling, rolling, rolling... keep that barrel rolling......and this one too...   I hope these barrels aren't kegs full of beer.          Big bad blue boy!And his brother! BOING!   SPROING!   Donkey Kong: the man in charge. Pauline needs to get into martial arts so she can save herself.

 
 
 
 
 

Technical Specs

Hardware
Donkey Kong is a 2D raster graphics arcade game. The vertical display is 224 x 256 pixels in size and uses a 96-color palette. The game's original controls featured a single joystick and a jump button. It runs on a Z80 microprocessor running at 3.072 MHz, with the sound being processed on an I8035 microprocessor running at 400 KHz. [Crazy Kong's sound ran on an AY-8910 running at 1.536 MHz.] Donkey Kong's sound is DAC audio. Some of the sound was analog, so if you're playing DK on an emulator such as MAME, three sounds may be missing:

  • Donkey Kong's crashing sound when he stomps on the girders in the opening sequence
  • Mario's running sounds
  • Mario's jumping sounds

In order to hear these sounds on the emulator, you need to download them and add the WAV files into your MAME\SAMPLES directory.

Cabinet Styles
Donkey Kong was manufactured in three different cabinets:

  • Cocktail - a flat, low table, designed for two people to sit facing each other and play doubles. The screen flips depending on whose turn it is. Dimensions: 22.75" x 33.75" x 22", 130#
  • Cabaret - a squat upright that takes up less room. Significantly lighter in weight. Dimensions: 55" x 20.5" x 23.5", 124#
  • Upright - the full-size arcade case. Dimensions: 67" x 23.5" x 33.5", 220#

Screenshots and Pictures

Overview

Donkey Kong is a 1- or 2-player arcade game. You play Mario, the overalls-wearing plumber whose girlfriend, Pauline, has been kidnapped by Donkey Kong, a giant ape who will stop at nothing to keep his lovely prize. Donkey Kong has climbed the steel framework of a building and is holding Pauline up there; it's Mario's job to climb to the top and rescue her.

This isn't as easy as it sounds. Donkey Kong throws barrels, which fly or roll down, causing Mario to jump a lot. Some barrels become free-moving fireballs with an amazing ability to climb ladders and chase Mario. On later levels, Mario faces stranger opponents: bouncing I-beams and mud pies on conveyor belts.

Mario isn't without his own methods, of course, He can jump quite high, and he uses this skill to leap over rolling barrels and intelligent fireballs. Occasionally, a big mallet-like hammer can be found; by grabbing it, Mario has a short span of time when he can smash barrels, fireballs, and pies.


In the opening sequence, ominous music plays as Donkey Kong, panty-flashing Pauline under his hairy arm, climbs a pair of ladders (which disappear as he goes).
 

When he reaches the top, he drops Pauline on her perch and then jumps up and down on the top girder—collapsing the girders beneath him into angled, uneven surfaces.
 


History

Donkey Kong was released by Nintendo in 1981, and it took the arcade game world by storm. Today, it is easily one of the most successful video games of all time.

While a few pirate hack versions of Donkey Kong did appear on the market, Nintendo did license Donkey Kong to a few companies who produced authorized clones. The most notable is Crazy Kong by Falcon. Unauthorized bootlegs of the game were produced by Alca, Orca, and Jeutel. It's also known as Congorilla and sometimes Donkey Kong Part II.

The differences between DK and CK are slight:

  • Sounds. Virtually all sound effects and music are completely different, and absolutely inferior.
  • Colors. Most colors are changed, and there are several versions of Crazy Kong, including a few unauthorized bootlegs. For example, while most Crazy Kongs have an orange color to the Barrels Level girders, aqua and green (see picture below right) are out there.
  • Level order. The screens are in different order. On DK, the Rivets Level is the second screen you see; on CK, the Conveyer Belts Level is your second screen (fun for those players who weren't so good at DK, and always wished they could get to the Conveyor Belts!).
  • Level changes. The best feature of CK is the slight alterations in the way some of the levels are played:
    • On the first Barrels Level (Screen #1), you'll notice the girders are cut off on every row—the furthest ladder ends up at the very edge. Not too amazing, but changes the game a bit. When you repeat that screen, a few noticeable chunks in the middle of the girders are missing—something else to jump over, making it more difficult. The hammers are also slightly different; the lower hammer sits closer to the girder and the upper hammer is far off the edge and difficult to get.
    • The Rivets Level is pretty much the same, but once you grab the lower hammer, the upper hammer vanishes! In reality, it's still there; it just goes invisible. Confusing, though.
    • The Elevators Level is different in that the fireball on the right side of the screen is not present. But most notably is the right-side elevators. In DK, the elevator platforms are evenly spaced and constantly flowing. In CK, however, the right-side 'vators are not evenly spaced.  Great stretches go by without any flowing by.

Falcon's authorized Donkey Kong clone shows Donkey Kong in a massive cage...
 

...but not for long, as he knocks down his bars and breaks out!
 


How Nintendo Annoys Me

There were a lot of clones of DK on home computers throughout the 80s and beyond, and while some of them were very good (and others utterly dreadful), none captured the same feel. Granted, nobody can simply copy it pixel for pixel and program for program, but better attempts might have been nice. The best version I ever played was on the TRS-80 Color Computer, a game programmed by Tom Mix (of Tom Mix Software). This was by far the best clone ever made.

You'd think Nintendo would have jumped on the success of DK and re-marketed the game as a home video version. In fact, they did, for their Nintendo Entertainment System, but it was terrible. They redesigned the game to fit a horizontal TV screen, squashing the levels and stretching them wider. To boot, as I recall, they only duplicated the Barrels and Rivets levels (maybe they did the Elevators, but not the Conveyor Belts; it's been a while and the game was so bad I couldn't bear to play it for long). Overall, the whole feel of the game was like something that vaguely looked like DK but just plain wasn't.

Mario did make Nintendo money, though, with later games like Mario Bros. and, of course, the mega-successful Super Mario Brothers 1, 2, and 3. In fact, these latter three really formed the cornerstone of Nintendo's home gaming empire, and there hasn't been a home video system they've put out since that hasn't had a stack of Mario titles attached to it. (For the record, I greatly enjoyed the various side-scrolling Mario Brothers games, but the 3D varieties, while impressive from a technical standpoint, once again are examples of how the feel of a game is lost).

To this day, Nintendo hasn't come out with a true duplication of their own historical game. It isn't like perfect clones can't be done; Microsoft re-did Ms. Pac-Man and others, and they were superb—better, even, than their predecessors. But nobody has touched DK. The MAME emulator is the best version, simply because with the Donkey Kong ROM, you're not playing a clone—you're playing the actual arcade game itself.

At the same time, Nintendo has declared war on "software pirates" who play illegal copies of the DK ROM on MAME. I'm a big fan of the abandonware concept, and since Nintendo doesn't seem to have any ambitions to clone their own game, who the hell knows why they're so mad at the "pirates." At any rate, is IS illegal, and they DO own it... oh well.


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