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Donkey Kong was released by Nintendo in 1981. The game is an early example of the platform genre as the gameplay focuses on maneuvering the main character across a series of platforms while dodging obstacles. The storyline in Donkey Kong assigns Mario (originally called Jumpman) the task to rescue a damsel in distress, Pauline, from a giant ape named Donkey Kong. The hero and ape went on to become two of Nintendo's more popular characters. Along with Pacman, Donkey Kong is one of the most popular arcade games of all time.
Donkey Kong is an early example of the platform genre (it is sometimes said to be the first platform game, although it was preceded by Space Panic and Apple Panic). Points are awarded for finishing screens; leaping over obstacles; destroying objects with a hammer power-up; collecting items such as hats, parasols, and purses (presumably belonging to Pauline); and completing other tasks. The player receives three lives with a bonus awarded for the first 7,500 points.
The game is divided into four different one-screen stages. Each represents 25 meters of the structure Donkey Kong has climbed, one stage being 25 meters higher than the previous. The final screen occurs at 100 m. Later ports of the game omit or change the sequence of the screens; the original arcade version includes four scenes: Ramps, Rivets, Elevators and the Pie factory.
In the US version the levels are played in following order: Level 1: Ramps, Girders; Level 2: Ramps, Elevators, Girders; Level 3: Ramps, Factory, Elevators, Girders... Level 4: is the mirror of Level 3 and so on.
These screens combine to form levels, which become progressively harder. For example, Donkey Kong begins to hurl barrels more rapidly and sometimes diagonally, and fireballs get quicker. The victory music alternates between levels 1 and 2. The 22nd level is unofficially known as the kill screen due to an error in the game's programming that kills Mario after a few seconds, effectively ending the game. With its four unique levels, Donkey Kong was the most complex video game at the time of its release, and only the second game to feature multiple levels.
Scoring - Donkey Kong Arcade
Jumping over Barrels, Beams, Fireballs, Cement Pies, or Firefoxes : 100 points
On the Ramp Stage only:
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 Pies, and Firefoxes: 300, 500 or 800 points
Picking up Pauline's purse, hat, or umbrella:
L-01 : 300 points
L-02 : 500 points
L-03 onward : 800 points
Removing a rivet : 100 points
Jumping close to Kong on Rivet Stage : 100 points
When a stage is completed - by reaching Pauline's platform on the Ramp and Elevator Stages,
reaching Donkey Kong's platform on the Conveyor Belt Stage, or removing all the rivets on the Rivet stage,
the player receives the points shown in the bonus box.
Starting bonus points :
L-01 : 5000 points
L-02 : 6000 points
L-03 : 7000 points
L-04 through L-21 : 8000 points
L-22 (kill screen) : 4000 points
* The timer on L-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,
until Mario dies due to the bug in the game's timer code.
Screen | Ramps aka Girder Scene
Within each level, the ramp stage is always the first one. Starting on Level 4, it also appears between the Conveyor Belt Stage and Elevator Stage, and on level 5, between the Elevator Stage and Rivet Stage.
Mario aka Jumpman must scale a seven-story construction site made of crooked girders and ladders while jumping over or hammering barrels and oil barrels tossed by Donkey Kong.
After the introduction (How high can you get?), the game will display the first level, which in this case appears to be a construction yard. At the top of the level is your arch enemy, Donkey Kong, as well as your dearly beloved Pauline. Between you and Pauline lies a large concoction of girders and ladders. To make matters worse, Donkey Kong has bounced up and down on the girders, causing them to bend downwards, so he can throw barrels down the girders to prevent you from reaching him.
When you gain control of Mario, move immediately to your right, as Donkey Kong will drop a barrel right away. This barrel will combine with the flaming drum at the bottom of the level to produce a fiery enemy. This enemy will pursue you throughout the level, so you must act fast. Continue to move right, past the broken ladder, and proceed to climb the ladder at the end of the platform.
As you progress through the game, this board is repeated and becomes much harder. Barrels move faster and are more prone to acting unpredictably. Donkey Kong also throws the barrels in many different directions. |


Donkey Kong- Ramps Scene |
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Mario starts in the lower left corner and must climb all the way to the top. Along the way, Donkey Kong will be rolling barrels down the ramps which Mario must avoid or jump over.
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Donkey Kong will start every ramp stage by hurling a barrel directly down to the bottom level which will enter the oil canister and start a fire, releasing the first fireball. The fireball will slowly begin to climb up the ramps in pursuit of Mario. During later levels, more than one fireball will appear to pursue Mario.
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Along the way, there are two hammers available for Mario to use. While useful, they slow Mario down by preventing him from climbing higher. The first hammer should generally be left alone except in case of emergencies. The second hammer should be used often in early levels when there is plenty of bonus time available, and sparingly at higher levels if the path to the far right ladder is too crowded and you need a breather before climbing to the highest ramp.
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Mario can only climb all the way up the unbroken ladders. However, barrels and beams can drop down any ladder, broken or whole, and the fireballs can climb either kind. While the broken ladders won't help Mario progress, they can be climbed partially as a means to escape danger, but this is generally slower and more dangerous than simply jumping over barrels. Only use this method if there are more barrels approaching than can be cleared with a single jump.
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When jumping straight up, you can extend the range the game checks for barrels if you hold the joystick left or right while in midair. In other words, the game is more likely to award you points while jumping if you're holding the joystick left or right, even if you're jumping straight up. Sometimes the game will even award you points for barrels or other enemies that you didn't actually jump over!
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Advanced strategy: Mario can sometimes force barrels to roll down ladders. In the early stages, this is fairly difficult, because the barrels are not responsive (though they get more responsive as the timer ticks down). Starting at level 4, Mario will have maximum control over the barrels. To force a barrel to roll down a ladder, simply move the joystick in the direction of that ladder. This works on all barrels that are at least one level above Mario. (Barrels on the same level as Mario never roll down ladders.) The barrel will respond to the "command" to come down as much as 75% of the time once Mario has maximum control over them. Note that the barrels respond to the joystick's position, not the direction Mario is actually moving in, so you can make them roll down ladders while Mario is himself on a ladder, and you can make a barrel roll down a ladder to the left while Mario is jumping to the right.
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Screen | Elevators
This stage appears on Level 2, before the Rivet stage. Mario rides up and down elevators while avoiding fireballs and bouncing objects, presumably spring-weights. The bouncing weights (the hero's greatest danger in this screen) emerge on the top level and drop near the rightmost elevator. The screen's common name is "Elevators".
You start off on a platform in the middle of the screen on the far left. At the top of the ladder is an umbrella, which gives you a small points bonus. Next to this structure is an elevator going upwards, and next to that is a small structure with two platforms, two ladders and a flame going up and down them. Time your jump onto the elevator so you can jump onto the ladder platforms without any risk of contact with the flame. Do not get crushed by the elevator when it reaches the top!
On the other side of the ladder platform is another lift, this time going downward. Jump onto the lift, and take it down to a point where you can jump onto the next series of platforms. Jump up the series of steps, avoiding the springs that are raining down, and then climb up the ladder. You will notice that a flame is looming overhead, so do your best to avoid contact. Once again, avoid the constant stream of springs, and work your way up the step-like platforms until you reach Donkey Kong's platform.
Because the springs move so fast, you must be very careful when timing your run and climb up the ladder, as springs are likely to hit mario if you are too slow. Another option is to quickly move mario under the arc of a bouncing spring - not the best option, but there is a safe spot. Once you climb up the ladder, Donkey Kong snatches Pauline, and we go to the next level. |


Donkey Kong - Elevators |
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This stage features two elevators that Mario must make use of in order to reach the ladder to the ramp on which Pauline is perched. The left elevator goes up while the right elevator goes down.
* The fireball between the elevator presents the first challenge. If Mario is above it, it will generally take a ladder up, and if it is below, it will drop down the ladder. Use this to your advantage when you take the first elevator up.
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When using the second elevator, if it is slow enough, you can take a shortcut from the high ledge on the left to the high ledge on the right. Otherwise, you must ride the elevator down to the bottom and jump from island to island in order to reach Pauline. Along the way, Mario must time his jumps so as to avoid the springs that fall from above.
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When Mario reaches the ledge on which Donkey Kong stands, he must time his attempt to climb the ladder and rescue Pauline. The safest strategy is to stand directly over the right elevator, let the springs bounce over Mario, and make a run for the ladder as soon as a spring clears his head.
- However, starting at Level 4, the springs come at a much faster rate, and a more detailed strategy is required. It also requires perfect positioning and timing. First, there are two main kinds of springs to worry about. An "A" spring is a spring whose first bounce is to the left of DK's foot. A "B" spring is a spring that bounces off the top of the left elevator on its first bounce. Many springs will land somewhere in between, but they're nothing to worry about until the next step. When you first get to the top, wait for an A spring. When the A spring makes contact on its final bounce, immediately - before it jumps back into the air - start running to the left. Stop on top of the right elevator, preferably directly centered over it. Although it would seem that you can safely get closer, the timing is much easier when you're centered. Now, wait for a B spring.
- When the B spring lands its first bounce, get ready. (If you don't feel ready, don't go; wait for another one.) After the B spring's second bounce, when it sails over your head, make a dash for the ladder. Now for the hard part: the next spring should be an A spring. If it's not an A spring, you'll have to abort and run back to the safe spot. (If you started your dash too close to the ladder, you'll probably be too high up the ladder and get hit.) You cannot abort if it's an A spring, or you'll get hit, so you can't necessarily err on the side of caution. Now, often the second spring will be neither a perfect A spring or a perfect B spring - it will land somewhere between DK's left foot and the elevator - and you'll have to use your judgment. However, if the spring falls completely to the left of the elevator, it should be safe.
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The first bonus prize, Pauline's umbrella, is an easy grab, but the other bonus prizes, Pauline's purse and hat, are generally not worth the effort.
Donkey Kong's third elevator screen may be the toughest level in all of arcadedom. Here's how to beat it, from Steve Wiebe, hero of the documentary The King of Kong: A Fistful of Quarters.
- Ride the left elevator from bottom to top. Avoid the fireball.
- Grab the right elevator from as high up as possible and "superjump" to the second highest floating ledge.
- At the top, notice the two kinds of springs. The A springs hit to the left of Kong's left foot; everything else is a B spring.
- On an A spring's final bounce, run to a safe haven under your Fay Wray.
- When you see a B spring, make a dash for the ladder after its second bounce.
- If the next spring is an A, head up the ladder.

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Screen | Pie factory
This stage only begins to appear on Level 3. It appears before the elevator stage on its first appearance. Mario must climb a five-story structure of conveyor belts, each of which transports pans of cement. The fireballs also make another appearance. This screen is sometimes referred to as the "Factory" or "Pie Factory" due to the resemblance of the cement pans to pies.
You'll start on the bottom level. Climb the ladder. Avoid being hit by the pies on the converyor belt (or "coal" as others like to call it) and climb up to the central "safe" platorm. Note that there are alot of flame balls - be sure to avoid them or jump to the next platform and grab the hammer.
Now, you need to make it to the right hand side of the screen, so you can reach that conveyor. Climb the ladder onto the conveyor, being wary of the pies (or "coal"), and climb the moving ladder. Make sure you don't climb the ladder when Donkey Kong is above you.
Upon reaching the platform, Donkey Kong will snatch Pauline again. |


Donkey Kong - Pie factory |
- This stage is broken up in to five distinct layers. Mario begins at the bottom where he must climb one of the ladders to the first conveyor belt. This conveyor belt extends from one end of the screen to the other, and cement pies will appear along it intermittently. The pies can be jumped over or smashed with a hammer.
- The conveyor belt will either move to the left or the right, and Mario will be carried along with it, affecting his speed depending on whether he runs with it or against it. This belt will switch directions whenever Donkey Kong is all the way to the left on his belt, so be alert.
- From there Mario can climb up to the third layer where there are two bonus prizes and a hammer. The only threat to Mario on this layer are the fireballs, which increase in number as time goes by. From the center, choose the direction that looks safest and climb up to the second conveyor belt layer.
- These belts always move in the opposite direction of one another (either both towards the oil drum, or both away from it). Since this is the layer from which the fireballs spawn - and you have to worry about cement pies - it is the most dangerous level and should be left as soon as possible. This layer will change direction usually when Donkey Kong is directly over the oil drum.
- Your last objective in this stage is to climb up the retractable ladder when it is fully extended to Donkey Kong's belt. You only have to reach the belt; you do not have to directly rescue Pauline to advance.
- A tip: fireballs always jump out of the oil can in Mario's direction. That is, if Mario is to the left of the oil can, they will jump out to the left. At the start of the level, several fireballs will spawn. Wait for them all to come out before crossing over to the right side of the screen, and there's a good chance that the right side will be safe. The number of fireballs that will spawn at the start of the level is the same as the level number, up to a maximum of five. That is, on Level 3, three fireballs will spawn; on Level 4, four fireballs will spawn, etc.
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Screen | Rivets
This is the climactic stage of each level. Mario must remove eight rivets, which support Donkey Kong. The fireballs remain the primary obstacle. Removing the final rivet causes Donkey Kong to fall and the hero to be reunited with the Lady/Pauline. This is the final screen of each level. Players refer to this screen as "Rivets".
On the rivet levels (where you make Donkey Kong fall), position yourself very close to DK. Each time you jump in the air you'll get 100 points. This is sort of pointless (no pun intended) because as you're taunting DK, the bonus time counter keeps on dropping.
On the rivet levels, if you find yourself trapped in by fireballs at the edge of the screen, jump off the edge of the level. Mario will "bounce back" after a short delay, during which the fireball may have moved elsewhere.
By the time these bricks are gone, there will be 3 or 4 flame balls around, so you must be careful. The way to go about this is to remove the bricks in a manner which traps the flame guys in the middle platform, so they cannot threaten you (easily). Once all the bricks are gone, Donkey Kong comes crashing down, and you win Pauline. |


Donkey Kong - Rivets Scene |
The game´s final screen "Rivets" saw Jumpman knock out eight rivets that support an elevated Donkey Kong. Removing all of the supports caused the structure to collapse and Donkey Kong to fall on his head. When Kong is toppled the game repeats, looping between the differing four stages and increasing in difficulty until you reach the 22nd stage. It is here you meet its infamous "kill screen". A timer-glitch within the game meant it was impossible to progress further than the 22nd screen. When you reach this stage it loads up with 100 seconds on the game´s clock, but when Jumpman eventually appears it wildly increases to 4,000 and begins counting down to 3,700, where it freezes and then kills him on the spot.
- Donkey Kong has taken Pauline to the highest point at the construction site and has no where else to go. Mario takes advantage of the situation by removing the yellow plugs that hold each level together. To do that, Mario must run or leap over the yellow plugs and they will immediately disappear, leaving a gap behind. The Firefoxes which occupy this stage cannot cross those gaps, but Mario must leap over them in order to cross them safely.
- The Firefoxes always spawn on the opposite side of the screen from where Mario is standing. The center of the screen is counted as the left side, so Firefoxes will spawn on the right side while Mario is climbing a ladder in the middle.
- Like other fireballs, Firefoxes will never go down a ladder unless Mario is at a lower elevation than the Firefox. (The reverse is not true: they can still go up ladders even if Mario is lower than the Firefox.)
- There are two hammers on this stage for Mario's convenience, and they can be used to cut down on Firefox traffic. The hammer below Donkey Kong is an easy nab, but the hammer on the level below that can be obtained in two ways. One way is to move Mario's feet over the edge of the level and jump straight up, however it may be easier for Mario to jump straight off the ramp to the left. Mario will bounce off an invisible barrier and return safely to the level with hammer in hand. Be aware that you cannot jump while holding a hammer, so do not attempt to cross a gap left behind by a pulled plug, or Mario will lose a life. Also, be aware that smashed Firefoxes will eventually return to the stage.
- The safest strategy is to clear the left side, then clear the right. While clearing the left half, the rivet on the second platform from the bottom (the one with the hammer) should usually be taken last. That way you can grab the hammer and carry it over to the right half of the screen (taking the last rivet on the left in the process) and clear out Firefoxes on the right half. As long as you stay on the right half of the screen, new Firefoxes will spawn on the left, where they will be trapped, because you've removed all the rivets there!
- The prizes provide a nice bonus, but Mario should not risk his life to get them, as there will be plenty more available should he survive. Also keep in mind that if you're some distance away from a bonus item, you may lose more points (from the bonus timer) going to get it than you'll receive for picking it up.
- Once Mario pulls all eight plugs, Donkey Kong will fall to his doom leaving Pauline alone for Mario to rescue her. After a brief romantic interlude, Mario returns to the ramp stage to repeat it all at a higher level and more frantic pace.
- If trying to obtain a high score, head to the pole right of Donkey Kong. From that location, jump repeatedly while holding the stick to the right (jump without holding the stick, then hold it while in midair). If done properly, you will jump straight up while receiving 100 points per jump. Starting at around level 4, this won't get you terribly many points, because the timer will tick down 100 points for every 100 points you make by jumping. This is a profitable move earlier in the game, though.
Donkey Kong Arcade Version Tipps
On the 50m level collect the handbag and go up the ladder to the right. Then get to the next level using whichever ladder keeps you away from the fireballs. Jump to the far edge platform and up to the next level as soon as possible. Then get onto the extending ladder as soon as you can, and hold up to get level with Kong as soon as the ladder extends. Kong does not move above your ladder so he can't kill you. Any fireballs on Kong's level do not come back down, but you will have to wait if one is waiting for you at the top of the extending ladder.
On the 75m level take the up elevator to the top and jump right, avoiding the fireball. Then jump onto the down elevator and as soon as possible jump to the platform on the right, landing on either the upper or lower of the two platforms (lower is much easier). Once you make this jump, you have made a good shortcut, not having to worry about making your way all round the bottom of the screen. Climb to the platform where the springs move across, and they will not hit you at the right hand side of this platform. Then make your way left to the middle of this platform, and after the 2nd spring passes you run right and up the ladder without stopping. The next spring will seemingly pass through your feet as you climb the final ladder, but will not kill you, and you will complete the level. It will take some practise to master this, but once successful it should not be a problem again.
On the 100m level remove the left side rivets first snaking from bottom to top, and then collect the hammer in the middle of the screen. Smash as many fireballs as you can and stay right of the centre of the screen. New fireballs will then appear on the left, cut off from you by the removed rivets. Then you can remove the right side rivets with much less to worry about.
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Donkey Kong |
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It IS posible to jump a fireball. Just a matter of timing, and hoping the fireball does not change direction when you are in mid-air!
Stupid barrels (Japanese version only): In the barrel levels, barrels will never roll down the ladder you're climbing on as long as Mario's hand is touching a red girder. However, the barrels that DK throws straight down can still hit you. |
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Related Links and sources
donkeykonguniverse.wikispaces.com
donkeykong.gamebub.com
classicgaming.cc/donkeykong
www.arcade-history.com
ww.coinopspace.com
tips.retrogames.com
Donkey Kong Game Boy FAQ
strategywiki.org/Donkey_Kong
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