game
icon
title Donkey Kong (US set 1)
set name dkong
manufacturer Nintendo of America
year 1981
genre Platform (hof)
category Platform / Run Jump (hof)
driver status good
driver source dkong.c
snapshots MW: in game / CT: in game | title | artwork / Mr. Do: artwork ( 1 ) / Dany69: artwork / PS: in game | title | scores
zoom
rating

74.4% after 380 votes
 
clones Donkey Kong (Japan set 1)
Donkey Kong (Japan set 2)
Donkey Kong (Japan set 3) (bad dump?)
Donkey Kong (US set 2)
display
colour emulation good
palette 521
display type raster
orientation vertical
resolution 224x256
frequency 60.606061Hz
sound
sound emulation good
channels mono
controls
players 2
nplayers 2P alt
controls 4 way joystick
buttons 1
coin slots 1
hardware
cpu Z80 @ 3.072MHz
cpu MB8884 @ 6MHz
audio Discrete
data
version added .003
last change(s) .053
roms
name size crc set flags sha1
c_5et_g.bin  4096  ba70b88b  dkong    d76ebecfea1af098d843ee7e578e480cd658ac1a 
c_5ct_g.bin  4096  5ec461ec  dkong    acb11a8fbdbb3ab46068385fe465f681e3c824bd 
c_5bt_g.bin  4096  1c97d324  dkong    c7966261f3a1d3296927e0b6ee1c58039fc53c1f 
c_5at_g.bin  4096  b9005ac0  dkong    3fe3599f6fa7c496f782053ddf7bacb453d197c4 
s_3i_b.bin  2048  45a4ed06  dkong    144d24464c1f9f01894eb12f846952290e6e32ef 
s_3j_b.bin  2048  4743fe92  dkong    6c82b57637c0212a580591397e6a5a1718f19fd2 
v_5h_b.bin  2048  12c8c95d  dkong    a57ff5a231c45252a63b354137c920a1379b70a3 
v_3pt.bin  2048  15e9c5e9  dkong    976eb1e18c74018193a35aa86cff482ebfc5cc4e 
l_4m_b.bin  2048  59f8054d  dkong    793dba9bf5a5fe76328acdfb90815c243d2a65f1 
l_4n_b.bin  2048  672e4714  dkong    92e5d379f4838ac1fa44d448ce7d142dae42102f 
l_4r_b.bin  2048  feaa59ee  dkong    ecf95db5a20098804fc8bd59232c66e2e0ed3db4 
l_4s_b.bin  2048  20f2ef7e  dkong    3bc482a38bf579033f50082748ee95205b0f673d 
c-2k.bpr  256  e273ede5  dkong    b50ec9e1837c00c20fb2a4369ec7dd0358321127 
c-2j.bpr  256  d6412358  dkong    f9c872da2fe8e800574ae3bf483fb3ccacc92eb3 
v-5e.bpr  256  b869b8f5  dkong    c2bdccbf2654b64ea55cd589fd21323a9178a660 
cabinet art
cabinet dkong.png
marquee dkong.png
control panel dkong.png
flyer dkong.png
PCB dkong.png
additional information
info 0.03 [Nicola Salmoria, Gary Shepherdson, Brad Thomas, Edward Massey]

WIP:
  • 0.128u2: More Discrete module optimizations [Derrick Renaud]: Added optimized custom mixer to Donkey Kong. The custom mixer just optimizes the code that creates the voltage on the 555s. It is also a test case for the new DISCRETE_CUSTOM module. This speeds up Donkey Kong 17%.
  • 0.127u8: Aaron Giles fixed Donkey Kong crashes after quiting and artwork/gameplay area are getting squished/distorted.
  • 0.127u5: Couriersud moved dkong memory_region calls (videodkong.c) into initialization routines.
  • 0.127u2: Replaced I8035 CPU2 with MB8884, verified on schematics [Couriersud]. Optimized DISCRETE_RCDISC_MODULATED. Added X_TALs to circus. Optimized DISCRETE_RCINTEGRATE and DISCRETE_555_ASTABLE. Optimized DISCRETE_555_ASTABLE_CV and DISCRETE_MIXER. Optimized DISCRETE_555_CC. The 555 and mixer changes also speed up just about every current discrete game [Derrick Renaud].
  • 0.126u4: Scanline exact rendering for Donkey Kong and clones [Couriersud]: Sprite limit of 16 sprites per scanline implemented from schematics. Proper wrap around from bottom to top. Added some notes about sprite limits and hardware to dkong driver (thanks to R. Belmont).
  • 0.123u4: Updated dkong driver to use two discrete structs which were previously not being used [Couriersud]: Donkey Kong walk using a jump struct.
  • 0.122: Fixed cpu2 rom address to $1000.
  • 0.116: Couriersud implemented discrete sound and color generation (resistor mixer) from schematics in Donkey Kong. Replaced DAC/Samples sound with Discrete. Removed all samples. Changed VSync to 60.606061 Hz.
  • 0.86u3: Donkey Kong sample improvements [Pete Rittwage, Derrick Renaud]. Added samples (run01, run02, run03, jump and dkstomp.wav).
  • 18th July 2004: Andrea Mazzoleni fixed an invalid GfxLayout in Donkey Kong.
  • 21st January 2003: Derrick Renaud modifyed the Donkey Kong sounds a little.
  • 0.62: Added clone Donkey Kong (US set 2).
  • 17th June 2002: Mike Haaland added the original US ROM set of Donkey Kong which includes the ladder trick.
  • 0.53: Added Donkey Kong (Japan set 2). Renamed (dkongjpo) to (dkongjo1). Added color proms ($0, 100, 200) from (Japan set 2) to (Japan set 1+3). Fixed rom names.
  • 17th April 2000: Zsolt Vasvari fixed a Donkey Kong graphics bug.
  • 0.36b13: Added clone Donkey Kong (Japan set 2).
  • 23rd August 1999: Mike Coates fixed Donkey Kong sounds.
  • 0.35b6: Replaced I8039 CPU2 with I8035.
  • 0.34b6: Andrew Scott added sound decay to Donkey Kong.
  • 0.34b4: Mirko Buffoni fixed sound pitch and tempo in Donkey Kong.
  • 0.31: Howie Cohen and Brad Oliver fixed sound pitch and Mario jump in Donkey Kong. Wiebo de Wit fixed scores over 100000 in Donkey Kong/Donkey Kong Jr.
  • 0.30: Ron Fries, Dan Boris and Mirko Buffoni support a 8039 emulator and emulated sound in Donkey Kong, Donkey Kong Jr. and Mario Bros. Since the boards also use discrete circuits to generate sound, some samples are still needed to get complete sound support. Also partial sound in Radarscope.
  • 0.29: Nicola Salmoria made a minor fix to Donkey Kong colors (black was dark blue).
  • 0.28: Merged Dkong and Dkong 3 driver and vidhrdw driver. Colors in Donkey Kong are now 100% accurate. Several people complained that girders should be pink instead of red, but to the best of my knowledge the current colors are an accurate conversion of the color PROMs, and this has been confirmed by some people. There might be two different versions of Donkey Kong, with slightly different colors. If someone has a "pink" board and wants to read the PROMs from there, I'll be happy to include them.
  • 0.27: Donkey Kong has better colors. Are they entirely accurate?
  • 0.21: Added Donkey Kong (Japanese version). This version barrels do not come down a ladder when you are standing at the top of it, and the levels play in the order barrels-pies-elevators-girders instead of barrels-girders-barrels-elevators-girders.
  • 0.20: Paul Berberich fixed some colors of Donkey Kong that is now quite close to original arcade. Ron Fries created a new set of Donkey Kong samples, using Mike Cuddy's 8039 emulator. The new samples no longer have static, they are aliased and louder. All names are now generic, so the same name can be used across Nintendo line (DK, DKjr, DK3, Mario).
  • 0.14: Ron Fries added preliminary sound support to Donkey Kong. It uses some very bad samples for now. The samples are distributed in a separate archive.
  • 0.08: Nicola is beginning to understood how the character colors are selected in Donkey Kong and started to fixing them. It based on the Kong emulator by Gary Shepherdson.
  • 0.03: Nicola Salmoria added Donkey Kong (Nintendo 1981) (wrong colors, no sound). Some information on Donkey Kong gathered from Gary Shepherdson (Kong emulator), Brad Thomas (hardware info) and Edward Massey (MageX emulator).
LEVELS: 4

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Romset: 33 kb / 15 files / 21.7 zip
history Donkey Kong (c) 1981 Nintendo.


An absolutely legendary arcade game in which the player takes on the role of Mario - 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 evil giant ape, Donkey Kong.


Mario is controlled with a the joystick and the JUMP button and must jump over and avoid rolling barrels thrown by Donkey Kong; jumping over fireballs and cement tubs and avoiding bouncing rivets as he traverses the levels; moving along ramps and conveyor belts and utilizing ladders and elevators. For additional points, Mario can collect umbrellas, hats, purses and other bonus items that Pauline has dropped on her way to the top of the building. Mario can also grab a hammer (by jumping up to it) to smash barrels, beams, fireballs, cement tubs, and firefoxes which earn the player additional bonus points. The hammer can only be used for a limited amount of time, however.


On the Ramp, Elevator and Conveyor Belt stages, whenever Mario reaches Pauline, Donkey Kong will grab her and carry her off to the next higher level. But on the Rivet stage, Mario must remove all the rivets on each and every floor by running or jumping over them. After all the rivets are removed, Donkey Kong will fall head first onto a stack of girders and be knocked out and then Mario and Pauline will be together again for good. The game then starts over again with an increased difficulty level.


CAST OF CHARACTERS :

Mario - This is the one and only Mario who will go on to become one of the biggest video game stars of all time. This is the game that started it all for him. In this game, he is thought to be a carpenter instead of a plumber.

Pauline - Mario's girlfriend and damsel in distress. She is stuck at the top of each screen awaiting rescue from the clutches of Donkey Kong.

Donkey Kong - The most well-known video game monkey. Donkey Kong has kidnapped Pauline and carried her up to the top of the construction site that Mario is working at.

Hammer - Except for the Elevator stage, 2 hammers can be found on each stage. Jump to grab the hammer and use it to smash nearby dangers for points. It only lasts for a short time and Mario cannot climb ladders while he is holding the hammer.

Barrel - Donkey Kong throws these at Mario on the Ramp stage. Many of them roll down the ramps and randomly drop down ladders that they pass. Sometimes Kong throws them directly down the building.

Beam - These are the blue Barrels that Kong throws. The only difference between them and the Barrels is the Beams will turn in to Fireballs when they reach the burning can of oil at the bottom.

Fireball - These appear on every stage except the Rivet stage. They move about randomly and can be jumped, but it's dangerous to try because they change directions frequently.

Firefox - The fire enemies that roam around the Rivet stage. They are even harder to jump over and they seem to track Mario a little more closely.

Spring - These bounce along the roof of the Elevator stage before falling down to the bottom of the screen creating a dangerous but predictable obstacle to avoid.

Cement Tub - The tubs passively travel along the conveyor belt and are harmful to touch. The only danger they pose is when the conveyor belt suddenly changes directions.

Prizes - Some of Pauline's (purse, hat, and umbrella) items litter the construction site and can be retrieved by Mario for bonus points.


- TECHNICAL -


Donkey Kong machines came in one of 4 different cabinets. 2 flavors of upright machines, plus a cabaret, and a cocktail thrown in for good measure. The cocktails and cabarets were mostly black and woodgrain, and not excessively decorated. But the upright versions were. The red upright versions are actually "Radarscope" cabinets that have been factory converted to Donkey Kong. These are fairly rare (even though they were supposed to be the only Donkey Kong machines), and feature slightly different game-play. The blue uprights (which are the most common), are a very rectangular affair, with quite a lot of artwork. They have orange-ish sticker style side-art (with Mario and Kong on them), with control panel, marquee, and monitor bezel graphics to match. This game does not use a standard arcade monitor. It requires a 'Nintendo Compatible' monitor (a normal monitor will display the picture like that of a photographic negative). This simple little monitor change basically launched the entire Nintendo Vs. Unisystem later on. Because only Donkey Kong series games and Vs. titles would work on these monitors (forcing operators to buy conversion kits for those games instead of a competitors game).


Main CPU : Z80 (@ 3.072 Mhz), I8035 (@ 400 Khz)

Sound Chips : Discrete circuitry


Screen orientation : Vertical

Video resolution : 224 x 256 pixels

Screen refresh : 60.606061Hz

Palette colors : 256


Players : 2

Control : 4-way joystick

Buttons : 1 (JUMP)


- TRIVIA -


Released in July 1981.


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 thanks 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 "Radarscope". 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.


Mario was named after Mario Segali, the landlord of Nintendo of America's first warehouse location in Seattle (thought it was debated whether this occurred before or well after the game was released). Mario was originally called 'Jumpman'; only the arcade version of Donkey Kong has ever called the hero Jumpman; home ports proceeded to call the hero Mario. Accounts differ as to how Nintendo of America felt about the game before its release. Many sources claim that they all felt sure it would be an absolute disaster while others say they were more optimistic. Although Mario is a plumber in later games, his career in Donkey Kong is that of a carpenter. Mario's appearance (and consequently his career) was dictated by the primitive graphics hardware of the time - the only way to have his arms appear 'separate' to his torso was to have them as a different color - hence he wears 'dungarees'. The mustache is present merely to indicate where Mario's mouth is, again due to the low graphics resolution imposed by hardware limitations. Mario wears a hat so his head is distinguishable from the game's black backgrounds.


About 60,000 units were sold in the U.S. Oddly, despite it being one of the ten best selling games of the golden age of video games, it never reached #1 on Replay's popularity charts. Instead, it was stuck at #2 behind mega hits "Pac-Man" and "Ms. Pac-Man" - the two best selling games ever.


The 75m Stage (a.k.a. the elevator stage), is used as an unlockable stage in Super Smash Bros. Brawl for the Nintendo Wii.


Steve Wiebe holds the official record for this game with 947,200 points on March 2, 2002.


Donkey Kong inspired a catchy hit song by Buckner and Garcia called 'Do The Donkey Kong' released on the 'Pac-Man Fever' album.


A Donkey Kong unit appears in the 1983 movie 'WarGames', in the 1984 movie 'Gremlins' and in the 1985 movie 'The Heavenly Kid'.


MB (Milton Bradley) released a board game based on this video game (same name) in 1982. Save the girl and avoid the barrels and fireballs as in the video game. The game-board is laid out like the video game's ramp stage. 'Can You Battle Donkey Kong And Save the Fair Maiden?'.


Donkey Kong also spawned a cartoon series of the same name : Ruby-Spears Productions. Produced by Joe Ruby, Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS. Donkey Kong's voice was provided by actor/comedian Soupy Sales.


- UPDATES -


Originally both the US and Japanese versions asked us 'How high can you try?'. This was quickly grammatically corrected to ask the familiar 'How high can you get?'.


The game does end, as it has a 'kill screen'!. The timer in level 22 expires so quickly, that the first stage cannot be completed.


A 'speed-up' kit was released disallowing barrels coming down the ladder if you were at the top of it (SEE TIP BELOW).


The Japanese version has all 4 screens displayed in their original, logical order 1-2-3-4.

For the US version they changed it to match the 'How high can you try/get?' theme. With the screen order as follows :

L1 1-4

L2 1-3-4

L3 1-2-3-4.

L4 1-2-1-3-4

L5 1-2-1-3-1-4

L6 through L21 all remain the same as L5

L22 1 (Kill screen).


There is this text in one of the roms of the Japanese version :

CONGRATULATION !IF YOU ANALYSE DIFFICULT THIS PROGRAM,WE WOULD TEACH YOU.*****TEL.TOKYO-JAPAN 044(244)2151 EXTENTION 304 SYSTEM DESIGN IKEGAMI CO. LIM.


- SCORING -


Jumping over Barrels, Beams, Fireballs, Cement Tubs, or Firefoxes :

1 item jumped : 100 points

2 items jumped : 300 points

3 or more items jumped : 500 points

* Due to a bug in the program, jumping 3 or more items displays onscreen 800 points but actually awards only 500 points.

* Sometimes jumping over one or more objects scores no points.

* Sometimes scoring can occur when objects are next to or behind the player when jumping (especially the Springs on the Elevator stage).


Destroying objects with the hammer :

Barrels : 300 points

Beams, Fireballs, Cement Tubs, and Firefoxes : 300, 500 or 800 points


Picking up the purse, hat, or umbrella :

Level 1 : 300 points

Level 2 : 500 points

Level 3 and above : 800 points


Running over a rivet : 100 points


Jumping close to Kong on Rivet stage : 100 points


When each level is completed, the player receives the points shown in the bonus box.

Starting bonus points :

Level 1 : 5000 points

Level 2 : 6000 points

Level 3 : 7000 points

Levels 4 through 21 : 8000 points

Level 22 (kill screen) : 4000 points (shown)

* The timer on level 22 behaves strangely. When the stage first comes onscreen, the timer reads 100. Then it changes to 4000 when Mario appears. It then counts down to 3700 and stays there for a few seconds, then Mario dies for no apparent reason, presumably due to a bug in the game’s timer code.


- TIPS AND TRICKS -


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


* RAMP STAGE : This is the first stage of each level.

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. Afterward, 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..


* CONVEYOR BELT STAGE : A relatively easy stage. You just have to watch out for Fireballs and conveyer belts...

1) The conveyer belts have a tendency to change direction very quickly. So if you are just under a ladder, you may find yourself being moved in the wrong direction. You may want to jump toward the ladder to reduce this chance.

2) Watch out for the Cement Tubs. They come up randomly and Mario will lose the battle if a Cement Tub hits him. The same goes for the Fireballs that are born from the oil can.

3) If Mario goes off the edge of the screen on a conveyer belt he will lose that battle.

4) Any platforms that have circles on one or both of the ends are conveyer belts. That means the very bottom and third platforms are not conveyer belts. Plan your strategy accordingly.

5) Once you get up to the fourth platform, depending on what side you are on, you must make it to the telescoping ladders. You can hang on the ladder when it is retracted to avoid the Cement Tubs. Just make sure there aren't any Fireballs around to harass you. Once the ladder extends to the next platform, climb it.

6) On this level, you don't have to climb the ladder to the platform Pauline is on. All you have to do is make it to the platform that Donkey Kong is on.


* ELEVATOR STAGE : Probably the hardest stage in the game. It's the one that players have the most trouble with...

1) Mario will start out on the bottom of the leftmost girder. This level has a few hazards you must negotiate :

a) The gaps between the girders. A sure hand and jump at the right place will prevent tragedy.

b) The elevators themselves can be hazardous if you don't jump off in time. Mario will be caught in the gears either in the uppermost or lowermost girders.

c) The Springs themselves are a hazard. If your timing is off, be prepared to have Mario squashed by a wayward Spring.

2) There are two routes you can travel to get to the top : The upper and lower routes. All veteran Donkey Kong players know that the upper route is the best route but it takes a little skill. The reasons for the upper route are :

a) You don't have as many jumps to make.

b) If you take the lower route, you will have to cross the path of the Springs twice. Once while traveling on the first set of girders and again when you cross over on the second set of girders.

c) These factors create a higher risk for Mario not to make it.

3) To navigate the top route, do the following :

a) Get on the first elevator (it is going up). When you almost get even with the top of the next girder to the right, jump onto it. If a Fireball is in the way, jump back to the top of the girder on the left (and pick up the umbrella if you haven't done so yet).

b) From the top of that girder, get ready to jump on the next elevator (it is going down). When the elevator is slightly higher then the girder Mario is standing on, jump onto it. Without breaking stride (in other words, keep running), jump again to the third set of girders. Mario will have a pretty good arc since you ran him constantly. You should land on the top or second level of that girder.

4) Climb the ladder onto the girder that Donkey Kong is standing on and don't move. Mario will be right on the edge of that girder. The Springs will get very close to Mario (basically shaving his nose) but they won't hit him.

5) When a Spring basically scrapes Mario's nose, take off running toward the ladder to the platform with Pauline. This trick will require some timing. Run a little past that ladder then immediately turn around and go up the ladder. If this trick is done correctly, Mario will follow the Spring that just bounced over him and beat the Spring right behind it. This trick works on the later levels even when the Springs are 'double-jumping'.

6) This stage requires practice to perfect your techniques. Fortunately, in the American version, there is only one elevator screen per level after the 03 level. Remember, Mario cannot survive long falls.


* RIVET STAGE : This is final stage of each level. However, it is probably one of the easiest stages to go through...

1) There is no real pattern to taking out the rivets holding the girders. What you must really be wary of are the Firefoxes. At the later levels, the Firefoxes move quite a bit faster and they become more aggressive.

2) One tactic is to get on one side of the rivet. Right as a Firefox gets right next to Mario, jump backward over the rivet. You will gain 100 points and remove the rivet. Firefoxes cannot cross the gap created by the missing rivet.

3) Make sure you don't accidentally jump into Donkey Kong when you are on the upper platform. This will lead to a premature end for Mario real quick.

4) You can jump into the side walls away from the girders and they will bounce you back onto the girder you were on. This move is usually for if you are surrounded by Firefoxes and there is nowhere left to go.


- SERIES -
  1. Donkey Kong (1981)
  2. Donkey Kong Junior (1982)
  3. Donkey Kong 3 (1983)
  4. - STAFF -
    • Designed by : Shigeru Miyamoto
    • Music by : Hirokazu Tanaka
    • Produced by : Gunpei Yokoi
    • - PORTS -
    • * Consoles :
    • Colecovision (1982) : Does not have the Pie Factory screen, but a rare "Super" offering does. The Elevator screen does not have the springs; it has one or two Fire Monsters on Donkey Kong's level instead.
    • Mattel Intellivision (1982) : Has only the Girder and Rivet screens.
    • Atari 2600 (1983) : Has only the Girder and Rivet screens.
    • Atari XEGS
    • Atari 7800 (1988) : Does not have the Pie Factory screen.
    • Nintendo Famicom (1986) : Does not have the Pie Factory screen.
    • Nintendo Famicom (1988, "Donkey Kong Classics") : Nintendo Famicom's 1986 offerings of both "Donkey Kong" and "Donkey Kong Jr." in one cartridge.
    • Nintendo Game Boy (1994) : features multiple stage settings, starting with the original four.
    • Nintendo 64 (1999, "Donkey Kong 64") : unlockable extra.
    • Nintendo Game Boy Advance (2002, e-Reader Series)
    • Nintendo Game Boy Advance (2004, Famicom Mini Series) : Identical to Nintendo Famicom's 1986 offering; does not have the Pie Factory screen.
    • Nintendo Famicom Disk : Does not have the Pie Factory screen.
    • Nintendo Wii (2006, "Virtual Console")
    • * Computers :
    • 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) : Uses ASCII characters for graphics. Offers 3 different types of games: Game 1 is the traditional - You start on the Girder screen. Game 2 - You start on the Rivet screen. Game 3 - You start on the Elevator screen. The Pie Factory screen is omitted.
    • 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 CPC (1986)
    • Sinclair ZX Spectrum (1983, "Kong" - Ocean)
    • Sinclair ZX-Spectrum (1986, "Donkey Kong" -Ocean) : is slightly closer to the original Arcade game than Ocean's earlier offering from 1983, "Kong". Making their 1986 version probably the second worst conversion of Donkey Kong ever sold!
    • MSX
    • PC [MS-DOS] (1997, "ChampKong" - CHAMProgramming)
    • * Others :
    • VFD handheld game (1982) released by Coleco.
    • LCD handheld game (Game&Watch) released by Nintendo : double screen.
    • - SOURCES -
    • Game's rom.
    • Machine's picture.
    • F.A.Q. by Kevin Butler A.K.A. War Doc
    • Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=donkey-kong&page=detail&id=666&o=2
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cheats
cheats
code comments
00000000:6001:00000090:FFFFFFFF  Infinite Credits
00000000:6228:00000006:FFFFFFFF  Infinite Lives
20800000:19C9:000000C9:FFFFFFFF  Invincibility
00000020:6394:0000000F:FFFFFFFF  Infinite hammer upon pickup
00000000:62B1:00000063:FFFFFFFF  Infinite bonus time
00010020:638C:00000099:FFFFFFFF  Infinite bonus time (2/2)
00000000:62B9:00000000:FFFFFFFF  No fireballs on ramps
00000000:6403:00000000:FFFFFFFF  No fireballs on factory
00000000:65A0:00000000:FFFFFFFF  No pies on factory
00000000:6400:00000000:FFFFFFFF  No fireballs on rivets
00000000:6500:00000000:FFFFFFFF  No jacks on elevators
00000000:6392:00000000:FFFFFFFF  No barrels on ramps
00000000:6215:00000001:FFFFFFFF  Always climb
00000001:6215:00000000:FFFFFFFF  Deactivate climb
00000000:6217:00000001:FFFFFFFF  Hammer
00010000:6691:00000001:FFFFFFFF  Hammer (2/2)
00000001:6290:00000000:FFFFFFFF  Finish sub-level 4 Now!
00000701:6229:000000FF:FFFFFFFF  Select current round
00000703:6229:000000FF:FFFFFFFF  Select next round
20F00000:0F7D:FE043802:FFFFFFFF  Fix Kill Screen Bug:Fixes the bug which kills you on level 22 regardless, see here - http://donhodges.com/how_high_can_you_get.htm
20F10000:0F81:3E0447A7:FFFFFFFF  Fix Kill Screen Bug (2/5)
20F10000:0F85:17A717A7:FFFFFFFF  Fix Kill Screen Bug (3/5)
20F10000:0F89:178080C6:FFFFFFFF  Fix Kill Screen Bug (4/5)
20810000:0F8D:00000028:FFFFFFFF  Fix Kill Screen Bug (5/5
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