Donkey Kong (game): Difference between revisions

m
no edit summary
mNo edit summary
Line 20: Line 20:


===Official story quoted from Nintendo of America===
===Official story quoted from Nintendo of America===
<blockquote><i>"HELP! HELP!" cries the beautiful maiden as she is dragged up a labyrinth of structural beams by the ominous Donkey Kong. "SNORT. SNORT." Foreboding music warns of the eventual doom that awaits the poor girl, lest she somehow be miraculously rescued. "But wait! Fear not, fair maiden. Little Mario, the carpenter, is in hot pursuit of you this very moment."<br>
<blockquote><i>"HELP! HELP!" cries the beautiful maiden as she is dragged up a labyrinth of structural beams by the ominous Donkey Kong. "SNORT. SNORT." Foreboding music warns of the eventual doom that awaits the poor girl, lest she somehow is miraculously rescued. "But wait! Fear not, fair maiden. Little Mario, the carpenter, is in hot pursuit of you this very moment."<br>
<br>
<br>
Throwing fate to the wind, risking life and limb, or worse, little Mario tries desperately to climb the mighty fortress of steel, to save the lovely lady from the evil Mr. Kong. Little Mario must dodge all manner of obstacles- fireballs, plummeting beams and a barrage of exploding barrels fired at him by Donkey Kong. Amidst the beautiful girl's constant pleas for help, your challenge is to maneuver little Mario up the steel structure, while helping him to avoid the rapid-fire succession of hazards that come his way.<br>
Throwing fate to the wind, risking life and limb, or worse, little Mario tries desperately to climb the mighty fortress of steel, to save the lovely lady from the evil Mr. Kong. Little Mario must dodge all manner of obstacles- fireballs, plummeting beams, and a barrage of exploding barrels fired at him by Donkey Kong. Amidst the beautiful girl's constant pleas for help, your challenge is to maneuver little Mario up the steel structure, while helping him to avoid the rapid-fire succession of hazards that come his way.<br>
<br>
<br>
As little Mario gallantly battles his way up the barriers, he is taunted and teased by Donkey Kong, who brazenly struts back and forth, beating his chest in joyful exuberance at the prospect of having the beautiful girl all to himself. It is your job to get little Mario to the top. For it is there, and only there, that he can send the mighty Donkey Kong to his mortal doom. Leaving Little Mario and the beautiful girl to live happily ever after. "SIGH. SIGH."
As little Mario gallantly battles his way up the barriers, he is taunted and teased by Donkey Kong, who brazenly struts back and forth, beating his chest in joyful exuberance at the prospect of having the beautiful girl all to himself. It is your job to get little Mario to the top. For it is there, and only there, that he can send the mighty Donkey Kong to his mortal doom. Leaving Little Mario and the beautiful girl to live happily ever after. "SIGH. SIGH."
Line 30: Line 30:
==Gameplay==
==Gameplay==
[[File:Donkey Kong Arcade 25m Screenshot.png|thumb|left]]
[[File:Donkey Kong Arcade 25m Screenshot.png|thumb|left]]
''Donkey Kong'' stars Mario, who attempts to reach the top of a [[Construction Site|construction site]] where Lady is held captive. He can walk along platforms, jump, and climb [[ladder]]s as well. In the process, Donkey Kong may attempt to hinder Mario from a higher location by sending obstacles at him. Mario has the ability to jump over these obstacles or obliterate them using a [[Hammer]]; in both cases, he obtains a number of points that are added to a [[score]]. However, if Mario ends up falling off the side of a platform and lands on one below him (or none), and the difference in height is greater than Mario's by one and a half, he loses a life. Each time Mario reaches Lady, Donkey Kong will carry her away on a pair of ladders to the next level until the fourth stage, where he is defeated upon completion.
''Donkey Kong'' stars Mario, who attempts to reach the top of a [[Construction Site|construction site]] where Lady is held captive. He can walk along platforms, jump, and climb [[ladder]]s as well. In the process, Donkey Kong may attempt to hinder Mario from a higher location by sending obstacles at him. Mario has the ability to jump over these obstacles or obliterate them using a [[Hammer]]; in both cases, he obtains several points that are added to a [[score]]. However, if Mario ends up falling off the side of a platform and lands on one below him (or none), and the height difference is greater than Mario's by one and a half, he loses a life. Each time Mario reaches Lady, Donkey Kong will carry her away on a pair of ladders to the next level until the fourth stage, where he is defeated upon completion.
{{br|left}}
{{br|left}}


Line 89: Line 89:
|align=center|'''[[Fire (100m)|Fire]]'''
|align=center|'''[[Fire (100m)|Fire]]'''
|align=center|[[100m|100 m]]
|align=center|[[100m|100 m]]
|Fireballs that are larger than usual, making them harder to jump over. Multiple Fires spawn from the sides of the screen, and can be fended off using a Hammer.
|Fireballs that are larger than usual, making them harder to jump over. Multiple Fires spawn from the sides of the screen and can be fended off using a Hammer.
|-
|-
|}
|}
Line 102: Line 102:
!bgcolor=black|[[File:DK Arcade Hammer Sprite.png]]
!bgcolor=black|[[File:DK Arcade Hammer Sprite.png]]
|align=center|[[Hammer]]
|align=center|[[Hammer]]
|Hammers can be used to defeat all enemies in the game. As soon as Mario grabs a hammer, he starts swinging the hammer back and forth repeatedly, and strikes anything in his path. While holding the hammer, Mario cannot jump. After a certain time, the hammer disappears and cannot be used again until another one is picked up.
|Hammers can be used to defeat all enemies in the game. As soon as Mario grabs a hammer, he starts swinging the hammer back and forth repeatedly and strikes anything in his path. While holding the hammer, Mario cannot jump. After a certain time, the hammer disappears and cannot be used again until another one is picked up.
|-
|-
!bgcolor=black|[[File:DK Arcade Parasol Sprite.png]]<br>[[File:DK Arcade Hat Sprite.png]]<br>[[File:DK Arcade Bag Sprite.png]]
!bgcolor=black|[[File:DK Arcade Parasol Sprite.png]]<br>[[File:DK Arcade Hat Sprite.png]]<br>[[File:DK Arcade Bag Sprite.png]]
Line 122: Line 122:


===Kill screen in Level 22===
===Kill screen in Level 22===
Although the game is intended to be playable indefinitely by not having a level cap, it is impossible to complete the first screen of level 22 (this is the 85th screen in the Japanese versions and 117th screen in the international versions), due to a [[glitch]] within the process of calculating the time limit. Said time limit is calculated using the formula ''(10 &times; level number) + 40'' and shown in hundreds as a bonus counter in the top right edge of the screen. Because the calculated value is stored as an 8-Bit integer, which can only save 256 different values ranging from 0 to 255, and the formula results in a value of 260 for level 22, an integer overflow occurs and the value is saved modulo 256, which means 260 is saved as 4. This leads to a starting value of 400 for the timer of level 22, so that Mario dies a few seconds after starting the level, being unable to finish it.<ref>http://donhodges.com/how_high_can_you_get.htm</ref>
Although the game is intended to be playable indefinitely by not having a level cap, it is impossible to complete the first screen of level 22 (this is the 85th screen in the Japanese versions and 117th screen in the international versions), due to a [[glitch]] within the process of calculating the time limit. Said time limit is calculated using the formula ''(10 &times; level number) + 40'' and shown in hundreds as a bonus counter in the top-right edge of the screen. Because the calculated value is stored as an 8-Bit integer, which can only save 256 different values ranging from 0 to 255, and the formula results in a value of 260 for level 22, an integer overflow occurs and the value is saved modulo 256, which means 260 is saved as 4. This leads to a starting value of 400 for the timer of level 22 so that Mario dies a few seconds after starting the level, being unable to finish it.<ref>http://donhodges.com/how_high_can_you_get.htm</ref>


==Development==
==Development==
[[File:Jumpmanconcept.jpg|thumb|left|Concept art for Mario.]]
[[File:Jumpmanconcept.jpg|thumb|left|Concept art for Mario.]]
''Donkey Kong'' was created in late 1980 when [[Shigeru Miyamoto]], under the supervision of the late [[Gunpei Yokoi]], was assigned by Nintendo to convert ''{{wp|Radar Scope}}'', a poorly selling arcade game in North America, into a game that would have more appeal to more gamers. Shigeru Miyamoto later admitted that he did not focus on the story of the game, instead creating a basic plot with colorful characters and music that he himself penned<ref>[https://www.youtube.com/watch?v=qz0P_TcikwA&t=27m24s A Discovery Channel documentary on video games] reveals that Miyamoto wanted to make ''Donkey Kong'' tell a story, and also wrote the music for the game. ''YouTube''. Referenced March 22, 2015</ref>. He said that Mario and Lady were not intended to have a relationship, and he did not know where the idea came from, but he thought that it did not matter much.{{ref needed}} The game was also originally designed to have Mario escape from a maze, and jumping was not yet implemented, making platforming too difficult.<ref>[http://www.gameinformer.com/b/news/archive/2009/11/25/news-miyamoto-mario-initially-couldn-t-jump.aspx GameInformer interview with Shigeru Miyamoto]</ref> In a time where arcade games took around two to three months to build, ''Donkey Kong'' was built in four or five months and Shigeru Miyamoto was focused on developing it for a global market rather than just for Japan.<ref name=NESClassic>[https://www.nintendo.com/nes-classic/donkey-kong-developer-interview Developer Interview Donkey Kong]</ref> The final version of the game was a major breakthrough for Nintendo and for the video game industry, becoming one of the best selling arcade machines of its time. Its platforming gameplay also distinguished it from most other arcade games at the time.  
''Donkey Kong'' was created in late 1980 when [[Shigeru Miyamoto]], under the supervision of the late [[Gunpei Yokoi]], was assigned by Nintendo to convert ''{{wp|Radar Scope}}'', a poorly selling arcade game in North America, into a game that would have more appeal to more gamers. Shigeru Miyamoto later admitted that he did not focus on the story of the game, instead creating a basic plot with colorful characters and music that he himself penned<ref>[https://www.youtube.com/watch?v=qz0P_TcikwA&t=27m24s A Discovery Channel documentary on video games] reveals that Miyamoto wanted to make ''Donkey Kong'' tell a story, and also wrote the music for the game. ''YouTube''. Referenced March 22, 2015</ref>. He said that Mario and Lady were not intended to have a relationship, and he did not know where the idea came from, but he thought that it did not matter much.{{ref needed}} The game was also originally designed to have Mario escape from a maze, and jumping was not yet implemented, making platforming too difficult.<ref>[http://www.gameinformer.com/b/news/archive/2009/11/25/news-miyamoto-mario-initially-couldn-t-jump.aspx GameInformer interview with Shigeru Miyamoto]</ref> In a time where arcade games took around two to three months to build, ''Donkey Kong'' was built in four or five months and Shigeru Miyamoto was focused on developing it for a global market rather than just for Japan.<ref name=NESClassic>[https://www.nintendo.com/nes-classic/donkey-kong-developer-interview Developer Interview Donkey Kong]</ref> The final version of the game was a major breakthrough for Nintendo and the video game industry, becoming one of the best selling arcade machines of its time. Its platforming gameplay also distinguished it from most other arcade games at the time.  


''Donkey Kong'' was originally conceived as a ''{{wp|Popeye}}'' game, with Bluto being in the spot of Donkey Kong, Popeye being Mario, and Olive Oyl being Lady. The particular ''Popeye'' short that inspired Yokoi is ''A Dream Walking'' which is set in a construction site.<ref>[https://thedoteaters.com/?bitstory=bitstory-article-2%2Fdonkey-kong&all=1 Donkey Kong & Nintendo - Let There Be Mario]</ref> Although Nintendo held the license to produce ''Popeye'' branded products,<ref>[http://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/0 Iwata Asks:New Super Mario Bros: Volume 1]</ref>  the characters ended up being changed for technical reasons.<ref>[https://twitter.com/GamingHistorian/status/1220101899455692801?s=20 Gunpei Yokoi deposition, 1983]</ref> A ''Popeye'' [[Game & Watch]] game was developed at the same time and was released only a few weeks after ''Donkey Kong''. The {{wp|Popeye (video game)|''Popeye'' arcade game}} came out a year later in 1982 and was followed by two more ''Popeye'' Game and Watch releases in 1983.
''Donkey Kong'' was originally conceived as a ''{{wp|Popeye}}'' game, with Bluto being in the spot of Donkey Kong, Popeye being Mario, and Olive Oyl being Lady. The particular ''Popeye'' short that inspired Yokoi is ''A Dream Walking'' which is set in a construction site.<ref>[https://thedoteaters.com/?bitstory=bitstory-article-2%2Fdonkey-kong&all=1 Donkey Kong & Nintendo - Let There Be Mario]</ref> Although Nintendo held the license to produce ''Popeye'' branded products,<ref>[http://iwataasks.nintendo.com/interviews/#/wii/nsmb/0/0 Iwata Asks:New Super Mario Bros: Volume 1]</ref>  the characters ended up being changed for technical reasons.<ref>[https://twitter.com/GamingHistorian/status/1220101899455692801?s=20 Gunpei Yokoi deposition, 1983]</ref> A ''Popeye'' [[Game & Watch]] game was developed at the same time and was released only a few weeks after ''Donkey Kong''. The {{wp|Popeye (video game)|''Popeye'' arcade game}} came out a year later in 1982 and was followed by two more ''Popeye'' Game and Watch releases in 1983.
Line 135: Line 135:
==Lawsuits==
==Lawsuits==
===Universal Studios lawsuit===
===Universal Studios lawsuit===
In 1982, around a year after the game's release, {{wp|Universal Studios}} sued [[Nintendo]], claiming that ''Donkey Kong'' infringed on Universal Studios's intellectual property rights to the film ''{{wp|King Kong}}''. {{wp|Howard Lincoln}}, attorney and future president of [[Nintendo|Nintendo of America]], decided to fight the case and hired seasoned attorney {{wp|John Kirby (attorney)|John Kirby}} to represent Nintendo. When Kirby showed that not only was Nintendo not likely in violation of any trademarks, but also that Universal Studios themselves had sued RKO Pictures in 1975 to prove that the plot of ''King Kong'' was in fact in the public domain, Judge Robert W. Sweet ruled in Nintendo's favor, ordering Universal to pay Nintendo $1.8 million in legal fees. In an ironic twist, Judge Sweet also ruled that Tiger's ''King Kong'' video game, licensed by Universal, infringed on ''Donkey Kong''. After the victory, Nintendo awarded John Kirby with a $30,000 sailboat, christened the ''Donkey Kong'', and gave him "exclusive worldwide rights to use the name for sailboats."<ref>Sheff, David (1999). ''Game Over: Press Start to Continue: The Maturing of Mario''. Wilton, Connecticut: Gamepress. Page 126.</ref><ref name=Universal>[https://law.justia.com/cases/federal/district-courts/FSupp/615/838/1515073/ Universal City Studios, Inc. v. Nintendo Co. Ltd.] at Justia. Retrieved March 19, 2021.</ref>
In 1982, around a year after the game's release, {{wp|Universal Studios}} sued [[Nintendo]], claiming that ''Donkey Kong'' infringed on Universal Studios's intellectual property rights to the film ''{{wp|King Kong}}''. {{wp|Howard Lincoln}}, attorney and future president of [[Nintendo|Nintendo of America]], decided to fight the case and hired seasoned attorney {{wp|John Kirby (attorney)|John Kirby}} to represent Nintendo. When Kirby showed that not only was Nintendo not likely in violation of any trademarks but also that Universal Studios themselves had sued RKO Pictures in 1975 to prove that the plot of ''King Kong'' was in fact in the public domain, Judge Robert W. Sweet ruled in Nintendo's favor, ordering Universal to pay Nintendo $1.8 million in legal fees. In an ironic twist, Judge Sweet also ruled that Tiger's ''King Kong'' video game, licensed by Universal, infringed on ''Donkey Kong''. After the victory, Nintendo awarded John Kirby with a $30,000 sailboat, christened the ''Donkey Kong'', and gave him "exclusive worldwide rights to use the name for sailboats."<ref>Sheff, David (1999). ''Game Over: Press Start to Continue: The Maturing of Mario''. Wilton, Connecticut: Gamepress. Page 126.</ref><ref name=Universal>[https://law.justia.com/cases/federal/district-courts/FSupp/615/838/1515073/ Universal City Studios, Inc. v. Nintendo Co. Ltd.] at Justia. Retrieved March 19, 2021.</ref>


===''Crazy Kong''===
===''Crazy Kong''===
To meet unexpectedly high demand for arcade machines, Nintendo licensed production to other companies.<ref>[https://archive.org/details/game-machine-magazine-19811001p/page/n11/mode/2up Game Machine #174 October 1, 1981 issue, page 24]</ref> ''[[Crazy Kong]]'' was an officially-licensed clone of ''Donkey Kong'' manufactured by Falcon. They were allowed to produce a certain amount of printed circuit boards (PCB) and were banned from exporting them. Falcon breached this agreement by producing more than 9000 excess units and also by exporting them to the US. On January 29, 1982, Nintendo terminated their license agreement. On June 1, Nintendo Japan filed for an injunction against Falcon in Kyoto District Court, which was granted on June 5. A countersuit by Falcon was won by Nintendo.<ref>[https://archive.org/details/game-machine-magazine-19820815p/page/n13/mode/2up Game Machine #194 August 15, 1982 issue, page 26]</ref> On October 13, Nintendo launched a lawsuit seeking damages against Falcon.<ref>[https://archive.org/details/game-machine-magazine-19821201p/page/n13/mode/2up Game Machine #202 December 1, 1982 issue, page 26]</ref> This experience led Nintendo to decide to produce all ''[[Donkey Kong Jr. (game)|Donkey Kong Jr.]]'' machines by themselves.<ref>[https://archive.org/details/game-machine-magazine-19820915p/page/n15/mode/2up Game Machine #196 September 15, 1982 issue, page 30]</ref> Falcon's president was later arrested for unauthorized copying of ''Donkey Kong Jr.'' PCBs.<ref>[https://archive.org/details/game-machine-magazine-19830301p/page/n15/mode/2up Game Machine #207 March 1, 1983 issue, page 30]</ref>
To meet the unexpectedly high demand for arcade machines, Nintendo licensed production to other companies.<ref>[https://archive.org/details/game-machine-magazine-19811001p/page/n11/mode/2up Game Machine #174 October 1, 1981 issue, page 24]</ref> ''[[Crazy Kong]]'' was an officially-licensed clone of ''Donkey Kong'' manufactured by Falcon. They were allowed to produce a certain amount of printed circuit boards (PCB) and were banned from exporting them. Falcon breached this agreement by producing more than 9000 excess units and also by exporting them to the US. On January 29, 1982, Nintendo terminated their license agreement. On June 1, Nintendo Japan filed for an injunction against Falcon in Kyoto District Court, which was granted on June 5. A countersuit by Falcon was won by Nintendo.<ref>[https://archive.org/details/game-machine-magazine-19820815p/page/n13/mode/2up Game Machine #194 August 15, 1982 issue, page 26]</ref> On October 13, Nintendo launched a lawsuit seeking damages against Falcon.<ref>[https://archive.org/details/game-machine-magazine-19821201p/page/n13/mode/2up Game Machine #202 December 1, 1982 issue, page 26]</ref> This experience led Nintendo to decide to produce all ''[[Donkey Kong Jr. (game)|Donkey Kong Jr.]]'' machines by themselves.<ref>[https://archive.org/details/game-machine-magazine-19820915p/page/n15/mode/2up Game Machine #196 September 15, 1982 issue, page 30]</ref> Falcon's president was later arrested for unauthorized copying of ''Donkey Kong Jr.'' PCBs.<ref>[https://archive.org/details/game-machine-magazine-19830301p/page/n15/mode/2up Game Machine #207 March 1, 1983 issue, page 30]</ref>


On June 30, 1982, [[Nintendo]] of America filed a complaint toward Elcon Industries Inc., an arcade hardware manufacturer based in Michigan that sold ''Crazy Kong'' boards. The complaint alleged that the licensing agreement with Falcon explicitly forbade the manufacturing or export of ''Crazy Kong'' outside Japan. The case was taken to the United States District Court for the Eastern District of Michigan, which quickly ruled in favor of Nintendo<ref>''Nintendo of America, Inc. v. Elcon Industries, Inc.'' (October 4, 1982). [https://scholar.google.com/scholar_case?case=14413211357527714092&q=564+F.+Supp.+937&hl=en&as_sdt=2,5 Google Scholar archive]</ref>.
On June 30, 1982, [[Nintendo]] of America filed a complaint toward Elcon Industries Inc., an arcade hardware manufacturer based in Michigan that sold ''Crazy Kong'' boards. The complaint alleged that the licensing agreement with Falcon explicitly forbade the manufacturing or export of ''Crazy Kong'' outside Japan. The case was taken to the United States District Court for the Eastern District of Michigan, which quickly ruled in favor of Nintendo<ref>''Nintendo of America, Inc. v. Elcon Industries, Inc.'' (October 4, 1982). [https://scholar.google.com/scholar_case?case=14413211357527714092&q=564+F.+Supp.+937&hl=en&as_sdt=2,5 Google Scholar archive]</ref>.
Line 180: Line 180:
**25 m lacks blue barrels and Fireballs. Like the ColecoVision, Donkey Kong is on the right due to a missing girder.
**25 m lacks blue barrels and Fireballs. Like the ColecoVision, Donkey Kong is on the right due to a missing girder.
**100 m is missing a girder so there are only six bolts. There are only two Fires.
**100 m is missing a girder so there are only six bolts. There are only two Fires.
**The game does not work on the Intellivision II due to an intentional cartridge lockout, meant to affect Coleco and other third party cartridge producers. The Intellivision II checks that valid numeric values have been put in the addresses used by the Exec routine's "Mattel Electronics Presents" startup screen. ''Donkey Kong'' skips this routine in favor of a custom Coleco startup screen, thus failing to pass the subsequent later check of the data. ''Donkey Kong Jr.'' (and other 3rd party games) would later work around this by putting appropriate values in the copyright memory locations, even though they still did not use the Exec's startup screen.
**The game does not work on the Intellivision II due to an intentional cartridge lockout, meant to affect Coleco and other third-party cartridge producers. The Intellivision II checks that valid numeric values have been put in the addresses used by the Exec routine's "Mattel Electronics Presents" startup screen. ''Donkey Kong'' skips this routine in favor of a custom Coleco startup screen, thus failing to pass the subsequent later check of the data. ''Donkey Kong Jr.'' (and other 3rd party games) would later work around this by putting appropriate values in the copyright memory locations, even though they still did not use the Exec's startup screen.
**The Intellivision staff were very angry about the release of this port, speculating that Coleco made the game intentionally look bad visually so the ColecoVision version would look superior. The more likely outcome is that Coleco simply did not have much experience programming for the Intellivision hardware.<ref>http://www.beeslife.com/intvlibrary/Games/Trivia/games_coleco.htm#Anchor-Donkey-57224</ref>
**The Intellivision staff were very angry about the release of this port, speculating that Coleco made the game intentionally look bad visually so the ColecoVision version would look superior. The more likely outcome is that Coleco simply did not have much experience programming for the Intellivision hardware.<ref>http://www.beeslife.com/intvlibrary/Games/Trivia/games_coleco.htm#Anchor-Donkey-57224</ref>
*{{wp|Coleco Adam}}
*{{wp|Coleco Adam}}
**Unlike the ColecoVision port, Donkey Kong now throws blue barrels as well but 25 m still lacks Fireballs.
**Unlike the ColecoVision port, Donkey Kong now throws blue barrels as well but 25 m still lacks Fireballs.
**In 75 m, there are two Fires instead of Fireballs but the jacks have been restored.
**In 75 m, there are two Fires instead of Fireballs but the jacks have been restored.
**A prototype made its debut at the June 1983 Consumer Electronics Show and caused a dispute with Atari which held the rights for home computer releases. Atari cancelled a nearly finished deal to distribute a localized version of the upcoming [[Family Computer]] in North America in retaliation on the mistaken belief that Nintendo gave its blessing to Coleco's port.<ref>[https://www.nintendolife.com/news/2020/02/feature_remember_when_atari_turned_down_nintendo_and_sega Remember When Atari Turned Down Nintendo And Sega?]</ref> Coleco justified its existence in that the prototype used a ColecoVision cartridge as opposed to a cassette or floppy disk. Coleco agreed to not bundle this port as a pack-in game for the Adam so its release was pushed back to 1984, which by then the disastrous faults of the Adam had become well known. The released version, part of Coleco's Super Game series, uses a proprietary cassette. Nintendo awarded Atari the rights to publish ''[[Mario Bros. (game)|Mario Bros.]]'' for both home consoles and computers outside of Japan one week after the CES.<ref>[https://archive.org/details/game-machine-magazine-19830815p/page/n14/mode/1up Game Machine #218 August 15, 1983 issue, page 28]</ref> These events, along with the {{wp|video game crash of 1983}}, caused Nintendo to push back the development and release of the [[Nintendo Entertainment System]] in North America for two years.
**A prototype made its debut at the June 1983 Consumer Electronics Show and caused a dispute with Atari which held the rights for home computer releases. Atari canceled a nearly finished deal to distribute a localized version of the upcoming [[Family Computer]] in North America in retaliation on the mistaken belief that Nintendo gave its blessing to Coleco's port.<ref>[https://www.nintendolife.com/news/2020/02/feature_remember_when_atari_turned_down_nintendo_and_sega Remember When Atari Turned Down Nintendo And Sega?]</ref> Coleco justified its existence in that the prototype used a ColecoVision cartridge as opposed to a cassette or floppy disk. Coleco agreed to not bundle this port as a pack-in game for the Adam so its release was pushed back to 1984, which by then the disastrous faults of the Adam had become well known. The released version, part of Coleco's Super Game series, uses a proprietary cassette. Nintendo awarded Atari the rights to publish ''[[Mario Bros. (game)|Mario Bros.]]'' for both home consoles and computers outside of Japan one week after the CES.<ref>[https://archive.org/details/game-machine-magazine-19830815p/page/n14/mode/1up Game Machine #218 August 15, 1983 issue, page 28]</ref> These events, along with the {{wp|video game crash of 1983}}, caused Nintendo to push back the development and release of the [[Nintendo Entertainment System]] in North America for two years.


===By Atari===
===By Atari===
Line 203: Line 203:
**50 m has been cut out.
**50 m has been cut out.
**The graphics more closely resemble the original game than the Atari 2600 port.
**The graphics more closely resemble the original game than the Atari 2600 port.
**In 25 m, blue barrels do not appear, and are instead replaced by barrels that go sideways.
**In 25 m, blue barrels do not appear and are instead replaced by barrels that go sideways.
**[[Pauline's lost items|Lady's hat]] does not appear in 75 m.
**[[Pauline's lost items|Lady's hat]] does not appear in 75 m.
**The same title song from the NES port appears on the title screen.
**The same title song from the NES port appears on the title screen.
Line 241: Line 241:
[[File:DKOE 50m.png|thumb|The restored level in ''Donkey Kong Original Edition'']]
[[File:DKOE 50m.png|thumb|The restored level in ''Donkey Kong Original Edition'']]
*[[Virtual Console]]
*[[Virtual Console]]
**The second port, entitled ''Donkey Kong Original Edition'' (ドンキーコング オリジナルエディション), attempted to adhere to the arcade version, and was pre-installed for the European release of the Mario 25th Anniversary limited edition red [[Wii]] in 2010. This version restored some missing animations and the level 50 m, which was cut from the NES version, although Donkey Kong mistakenly stands still in this level, and while the port's graphics are an improvement to the NES port, it is still inferior to the true arcade version, which remains unavailable on Virtual Console. This port was made available on the [[Nintendo 3DS#Nintendo eShop|Nintendo eShop]] in Japan when a [[Club Nintendo (rewards program)|Club Nintendo]] member purchased the download version of one of two games, one of which was ''[[New Super Mario Bros. 2]]''<ref>http://nadgame.blogspot.com/2012/07/new2dl.html#!/2012/07/new2dl.html</ref>, from July 28, 2012 to September 2, 2012.<ref>http://themushroomkingdom.net/games/dkoe-3ds</ref> A similar promotion took place in the US between October 1, 2012 and January 6, 2013, exclusively to members of Club Nintendo who have, within the aforementioned time frame, linked their systems to their Club Nintendo accounts and have purchased the downloadable version of one of five select 3DS titles (one of which was ''[[Paper Mario: Sticker Star]]''). There are currently no plans for a wide release of this version in the U.S., although it was released in Europe for the 3DS eShop on September 18, 2014.
**The second port, entitled ''Donkey Kong Original Edition'' (ドンキーコング オリジナルエディション), attempted to adhere to the arcade version and was pre-installed for the European release of the Mario 25th Anniversary limited edition red [[Wii]] in 2010. This version restored some missing animations and the level 50 m, which was cut from the NES version, although Donkey Kong mistakenly stands still in this level, and while the port's graphics are an improvement to the NES port, it is still inferior to the true arcade version, which remains unavailable on Virtual Console. This port was made available on the [[Nintendo 3DS#Nintendo eShop|Nintendo eShop]] in Japan when a [[Club Nintendo (rewards program)|Club Nintendo]] member purchased the download version of one of two games, one of which was ''[[New Super Mario Bros. 2]]''<ref>http://nadgame.blogspot.com/2012/07/new2dl.html#!/2012/07/new2dl.html</ref>, from July 28, 2012, to September 2, 2012.<ref>http://themushroomkingdom.net/games/dkoe-3ds</ref> A similar promotion took place in the US between October 1, 2012, and January 6, 2013, exclusively to members of Club Nintendo who have, within the aforementioned time frame, linked their systems to their Club Nintendo accounts and have purchased the downloadable version of one of five select 3DS titles (one of which was ''[[Paper Mario: Sticker Star]]''). There are currently no plans for a wide release of this version in the U.S., although it was released in Europe for the 3DS eShop on September 18, 2014.


===As a minigame===
===As a minigame===
Line 249: Line 249:
*''[[nookipedia:Animal Crossing (GCN)|Animal Crossing]]'' (NES version included as minigame)
*''[[nookipedia:Animal Crossing (GCN)|Animal Crossing]]'' (NES version included as minigame)
*''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. for Wii U]]'' (NES version included as a [[Masterpiece]]; it starts on the third level, 75 m, which is also an [[75 m (stage)|unlockable stage]] in ''Super Smash Bros. Brawl'' and a starter in ''Super Smash Bros. for Wii U'')
*''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. for Wii U]]'' (NES version included as a [[Masterpiece]]; it starts on the third level, 75 m, which is also an [[75 m (stage)|unlockable stage]] in ''Super Smash Bros. Brawl'' and a starter in ''Super Smash Bros. for Wii U'')
*''[[amiibo tap: Nintendo's Greatest Bits]]'' (NES version included as a "highlight"; the player can play on 25 m, 75 m and 100 m in three separate "scenes", each of which are 180 seconds long)
*''[[amiibo tap: Nintendo's Greatest Bits]]'' (NES version included as a "highlight"; the player can play on 25 m, 75 m, and 100 m in three separate "scenes", each of which is 180 seconds long)


==Sequels==
==Sequels==
Line 262: Line 262:
The arcade version was produced by [[Gunpei Yokoi]]. [[Shigeru Miyamoto]] and [[Hiroshi Yamauchi]] directed the game while an uncredited [[Ikegami Tsushinki]] did programming duties, later leading to a lawsuit over which company owned the arcade code's rights. [[Intelligent Systems]]' own [http://www.intsys.co.jp/english/software/index.html website] claims credit for developing the NES port for Nintendo, though neither the cartridge nor title screen mentions the company and the Iwata Ask interview released for ''[[New Super Mario Bros. Wii]]'' states the game was developed by [[Nintendo Research & Development 2]]<ref name="Iwata"/>. Landon Dyer programmed the DOS Version.
The arcade version was produced by [[Gunpei Yokoi]]. [[Shigeru Miyamoto]] and [[Hiroshi Yamauchi]] directed the game while an uncredited [[Ikegami Tsushinki]] did programming duties, later leading to a lawsuit over which company owned the arcade code's rights. [[Intelligent Systems]]' own [http://www.intsys.co.jp/english/software/index.html website] claims credit for developing the NES port for Nintendo, though neither the cartridge nor title screen mentions the company and the Iwata Ask interview released for ''[[New Super Mario Bros. Wii]]'' states the game was developed by [[Nintendo Research & Development 2]]<ref name="Iwata"/>. Landon Dyer programmed the DOS Version.


Although Ikegami Tsushinki is uncredited, a 1996 article published in Bit Magazine and written by one of the programmer involved, Hirohisa Komanome, reveals the name of the programmers who worked on the game<ref>Hirohisa Komanome, [http://www7b.biglobe.ne.jp/~ninten-zatsugaku/donkeykong.html ドンキーコング・池上通信機器事件], web transcript published on December 26 2002. Retrieved April 21, 2016.</ref>.
Although Ikegami Tsushinki is uncredited, a 1996 article published in Bit Magazine and written by one of the programmers involved, Hirohisa Komanome, reveals the name of the programmers who worked on the game<ref>Hirohisa Komanome, [http://www7b.biglobe.ne.jp/~ninten-zatsugaku/donkeykong.html ドンキーコング・池上通信機器事件], web transcript published on December 26, 2002. Retrieved April 21, 2016.</ref>.


==Gallery==
==Gallery==
Line 304: Line 304:


==References in later games==
==References in later games==
*''[[Super Mario Bros. 2]]'': [[Clawgrip]] tosses down rocks and beats his chest in a similar manner to Donkey Kong in this game.
*''[[Super Mario Bros. 2]]'': [[Clawgrip]] tosses down rocks and similarly beats his chest to Donkey Kong in this game.
*[[Donkey Kong (Game Boy)|''Donkey Kong'' (Game Boy)]]: The four levels from the arcade version of this game are remade in this game. The Hammer and Pauline's dropped items also appear. The plot is also identical for the first four stages.
*[[Donkey Kong (Game Boy)|''Donkey Kong'' (Game Boy)]]: The four levels from the arcade version of this game are remade in this game. The Hammer and Pauline's dropped items also appear. The plot is also identical for the first four stages.
*''[[Donkey Kong Country]]'': [[Cranky Kong]], who is stated to be an elder version of the original Donkey Kong, uses a phonograph and plays the title song from the NES version of this game in the intro, on a structure made of girders resembling the ones from 25 m. The oil drums from [[Oil Drum Alley]] are the same as the ones in 25 m.
*''[[Donkey Kong Country]]'': [[Cranky Kong]], who is stated to be an elder version of the original Donkey Kong, uses a phonograph and plays the title song from the NES version of this game in the intro, on a structure made of girders resembling the ones from 25 m. The oil drums from [[Oil Drum Alley]] are the same as the ones in 25 m.
Line 312: Line 312:
*''[[Mario Golf (Nintendo 64)|Mario Golf]]'': One of Wario's alternate costumes is based on Mario's original outfit.
*''[[Mario Golf (Nintendo 64)|Mario Golf]]'': One of Wario's alternate costumes is based on Mario's original outfit.
[[File:DK64 DK Arcade.png|thumb|right|The arcade machine found in the Frantic Factory.]]
[[File:DK64 DK Arcade.png|thumb|right|The arcade machine found in the Frantic Factory.]]
*''[[Donkey Kong 64]]'': A direct port of the arcade game is playable by accessing an arcade machine in [[Frantic Factory]]. The song that plays in [[Creepy Castle]] is also a remade version of the music that plays when Donkey Kong is climbing up the construction site with Pauline. A red girder which looks similar to those from 75 m can also be seen inside [[DK's Tree House]].
*''[[Donkey Kong 64]]'': A direct port of the arcade game is playable by accessing an arcade machine in [[Frantic Factory]]. The song that plays in [[Creepy Castle]] is also a remade version of the music that plays when Donkey Kong is climbing up the construction site with Pauline. A red girder that looks similar to those from 75 m can also be seen inside [[DK's Tree House]].
*''[[Paper Mario]]'': The opening theme plays when confronting the Koopa Bros. in Koopa Bros. Fortress, followed by the Koopa Bros. theme. Also, Mario's pixel form colors are based on his colors from the game's artwork and sprite.
*''[[Paper Mario]]'': The opening theme plays when confronting the Koopa Bros. in Koopa Bros. Fortress, followed by the Koopa Bros. theme. Also, Mario's pixel form colors are based on his colors from the game's artwork and sprite.
*''[[Donkey Konga]]'': When choosing to display in 50hz or 60hz, Mario's sprite acts as the cursor; Donkey Kong's sprite can be seen to the left.
*''[[Donkey Konga]]'': When choosing to display in 50hz or 60hz, Mario's sprite acts as the cursor; Donkey Kong's sprite can be seen to the left.
Line 331: Line 331:
*''[[Super Mario 3D Land]]'': Part of the final battle with Bowser features Bowser moving from side to side and tossing barrels at Mario in a similar manner to Donkey Kong in this game.
*''[[Super Mario 3D Land]]'': Part of the final battle with Bowser features Bowser moving from side to side and tossing barrels at Mario in a similar manner to Donkey Kong in this game.
*''[[Donkey Kong Country: Tropical Freeze]]'': Donkey Kong's sprite can be seen holding a [[Wii U#Wii U GamePad|Wii U GamePad]] at the end of [[Aqueduct Assault]].
*''[[Donkey Kong Country: Tropical Freeze]]'': Donkey Kong's sprite can be seen holding a [[Wii U#Wii U GamePad|Wii U GamePad]] at the end of [[Aqueduct Assault]].
*''[[Captain Toad: Treasure Tracker]]'': The music played and animation when the player picks up a [[Super Pickaxe]] are identical to when Mario grabs a Hammer in this game. Also, the level [[Retro Ramp-Up]] is based on this game, but replacing Donkey Kong with a [[Spike]] throwing spiked balls.  
*''[[Captain Toad: Treasure Tracker]]'': The music played and animation, when the player picks up a [[Super Pickaxe]], are identical to when Mario grabs a Hammer in this game. Also, the level [[Retro Ramp-Up]] is based on this game, but replacing Donkey Kong with a [[Spike]] throwing spiked balls.  
*''[[Super Smash Bros. for Wii U]]'': 75 m returns as a stage. This game is also once again featured as a Masterpiece. Pauline appears in the form of a trophy. In addition, the ending of [[Pac-Man]]'s debut trailer, "Red, Blue, and Yellow", subtly referenced the game by showing Mario and Donkey Kong slightly off screen with arrows pointing to them with the year "1981" on top while Pac-Man and Mr. Game & Watch were quarreling.
*''[[Super Smash Bros. for Wii U]]'': 75 m returns as a stage. This game is also once again featured as a Masterpiece. Pauline appears in the form of a trophy. In addition, the ending of [[Pac-Man]]'s debut trailer, "Red, Blue, and Yellow", subtly referenced the game by showing Mario and Donkey Kong slightly off-screen with arrows pointing to them with the year "1981" on top while Pac-Man and Mr. Game & Watch were quarreling.
*''[[Super Mario Odyssey]]'': Pauline brings up the events of this game in a few lines of dialog, and stand-ins for her items appear as part of a quest to find her a gift. Mario's original outfit appears as the Classic Suit for Mario. Red girders appear in the [[Metro Kingdom]] (which is a reference to the ''Donkey Kong'' series) and are in a few parts of the city. Many of the billboards use art from the arcade cabinet, and Pauline and Donkey Kong's original designs appear as graffiti art on a building as well. The license plates for the taxi cabs also read "1981-ND", a reference to the year ''Donkey Kong'' released. In an 8-bit segment using sprites from ''Donkey Kong'' in the Metro Kingdom, Mario must climb girders while avoiding barrels. Oil Drums also appear, along with coins spelling out "DK". The music for 25 m can be heard in "[[Jump Up, Super Star!]]", as well as during the ending cutscene variation of "[[Break Free (Lead the Way)]]". Also, the sound effect that plays when Mario jumps over a barrel can be heard in the aforementioned riff.
*''[[Super Mario Odyssey]]'': Pauline brings up the events of this game in a few lines of dialog, and stand-ins for her items appear as part of a quest to find her a gift. Mario's original outfit appears as the Classic Suit for Mario. Red girders appear in the [[Metro Kingdom]] (which is a reference to the ''Donkey Kong'' series) and are in a few parts of the city. Many of the billboards use art from the arcade cabinet, and Pauline and Donkey Kong's original designs appear as graffiti art on a building as well. The license plates for the taxi cabs also read "1981-ND", a reference to the year ''Donkey Kong'' was released. In an 8-bit segment using sprites from ''Donkey Kong'' in the Metro Kingdom, Mario must climb girders while avoiding barrels. Oil Drums also appear, along with coins spelling out "DK". The music for 25 m can be heard in "[[Jump Up, Super Star!]]", as well as during the ending cutscene variation of "[[Break Free (Lead the Way)]]". Also, the sound effect that plays when Mario jumps over a barrel can be heard in the aforementioned riff.
*''[[Mario + Rabbids Kingdom Battle]]'': The [[Phantom (boss)|Phantom]] mentions ''Donkey Kong'' in [[Phantom of the Bwahpera|his song]]. The Barrel Bonker references how Donkey Kong tries to hit Mario with barrels in this game. In an area of the Donkey Kong Adventure DLC, a stone structure resembling the 25 m stage can be seen, where a [[Rabbid]] is found jumping over barrels that another Rabbid is throwing while imitating Donkey Kong's movements and the 25 m theme plays in the background. [[Beep-0]] remarks that the Rabbid would be lucky to get to 125 meters unless he finds a [[Hammer]].
*''[[Mario + Rabbids Kingdom Battle]]'': The [[Phantom (boss)|Phantom]] mentions ''Donkey Kong'' in [[Phantom of the Bwahpera|his song]]. The Barrel Bonker references how Donkey Kong tries to hit Mario with barrels in this game. In an area of the Donkey Kong Adventure DLC, a stone structure resembling the 25 m stage can be seen, where a [[Rabbid]] is found jumping over barrels that another Rabbid is throwing while imitating Donkey Kong's movements and the 25 m theme plays in the background. [[Beep-0]] remarks that the Rabbid would be lucky to get to 125 meters unless he finds a [[Hammer]].
*''[[Super Smash Bros. Ultimate]]'': 75 m returns as a stage yet again. Donkey Kong and Pauline (under her original name Lady) appear as a Legend-class [[Spirit (Super Smash Bros. Ultimate)|spirit]], using their original artwork.
*''[[Super Smash Bros. Ultimate]]'': 75 m returns as a stage yet again. Donkey Kong and Pauline (under her original name Lady) appear as a Legend-class [[Spirit (Super Smash Bros. Ultimate)|spirit]], using their original artwork.
*''[[Mario Kart Tour]]'': Portions of this game can be seen in Times Square's screens in New York Minute. Mario (Classic) uses Mario's original outfit colors.
*''[[Mario Kart Tour]]'': Portions of this game can be seen on Times Square's screens in New York Minute. Mario (Classic) uses Mario's original outfit colors.
*''[[Luigi's Mansion 3]]'': In the fitness center, there is an exercise bike that gives Luigi a key. The tune that plays when Luigi gets the key from the bike is the Hammer theme.
*''[[Luigi's Mansion 3]]'': In the fitness center, there is an exercise bike that gives Luigi a key. The tune that plays when Luigi gets the key from the bike is the Hammer theme.
*''[[Paper Mario: The Origami King]]'': When Mario walks while the [[Retro Soundbox]] is equipped, he makes the walking sound effect from ''Donkey Kong''.
*''[[Paper Mario: The Origami King]]'': When Mario walks while the [[Retro Soundbox]] is equipped, he makes the walking sound effect from ''Donkey Kong''.
13

edits