Donkey Kong

Name:
Donkey Kong
Company: Atari
Model #:
RX-8031
Programmers:
Landon Dyer (Programmer), Brad Fuller (Audio), and Mona Lundstrom (Graphics)
Year: 1983
Released?
Yes
Notes:
Port of the 1981 Nintendo Coin-Op

 

Released in 1981, Donkey Kong was a smash hit when it hit the arcade scene.  Not only did Donkey Kong introduce us to Mario (then called Jumpman), but helped popularized the platformer genre.  Donkey Kong spawned two arcade sequels, an arcade spin off (Mario Bros.), and numerous home games.  Donkey Kong was as influential to video game history as Pac-Man helped cement Nintendo as an household name.  The home rights to Donkey Kong were a highly sought after prize which was claimed not by Atari, but rather by Coleco for their Colecovision system.  So how come Atari was able to produce Donkey Kong for their system?  Due to the wording in the contract, Coleco only had the rights for 'consoles' not for computers (this caused problems when Coleco released an upgraded version for the ADAM).  Atari bought the home computer rights and released Donkey Kong on their Atari 8-Bit line of computers.  They were not however allowed to release it for their consoles such as the 2600 and 5200.  By the time the Atari 7800 came around Atari had managed to license the console rights from Nintendo as Coleco was now defunct.

 

The plot of Donkey Kong is simple.  Guide Mario Jumpman up to the top of each level to rescue Princess Peach Pauline from the evil clutches of Donkey Kong Donkey Kong.  Each level has its own set of obstacles to avoid ranging from barrels and FireFoxes to springs and... cement pies?  While Mario's only defense is usually to jump over or duck under obstacles, he can occasionally grab a hammer which will allow him to destroy enemies for a limited amount of time.  However when Mario has a hammer he is unable to climb ladders so use them with caution.  It's also worth noting that Mario is not invincible when using the hammer and a well timed enemy can still bring him down.

Just like Donkey Kong Jr., Donkey Kong is divided up into four different screens which will repeat until the game ends (following the familiar 1, 4, 1, 2, 4, 1, 3, 4,  cycle).

 

Screen 1: Girders


The girders screen is the standard warm-up screen.  Here Mario has to make his way up a series of five different girders (down from six in the arcade) in order to reach the top of the screen where Pauline is being kept.  Donkey Kong will continually roll barrels down the girders which will either roll of the edges of each level or roll down ladders, eventually reaching the bottom and being destroyed in a giant flaming barrel.  Occasionally Donkey Kong will also throw a barrel down the screen which will turn into a FireFox when it hits the oil can.  FireFoxes are intelligent fire creatures which will follow Mario around and attempt to kill him by touch.  There are two hammers on this screen that can be picked up to temporarily destroy barrels and FireFoxes, but your best strategy to to just jump and run.  There are also broken ladders which serve no purpose, although you can attempt to climb them if you'd like.  This screen will also appear between screens 2 and 3 on higher levels as a 'filler' screen to pad out the length of the game.

Once Mario makes it to the top,  Donkey Kong will grab Pauline and climb up the ladders (well in the arcade version anyway, here he just laughs at you).  Let’s quickly move onto…

 

Screen 2: Elevators


One of the tougher screens in the game (why is it always the second one?).  Here Mario must make his way past two elevators and up a series of small platforms in order to reach the top.  Instead of throwing barrels, Donkey Kong is now armed with springs which will bounce off the top platform at crazy speeds.  Thankfully the springs can only bounce forward and off the edge of the top girder, they cannot chase Mario around the rest of the screen.  Of course that doesn't mean Mario is safe until he gets into spring range, oh no no no... While navigating the two elevators and the platforms Mario must also avoid two FireFoxes that are roaming the area.  Unlike the other three screens, there are no hammers in sight on this screen so Mario cannot destroy the FireFoxes or springs.  Depending on the level, the springs can either bounce higher and farther, or low and short.  The low and short springs are particularly hard to run under as you make your way to Pauline's ladder so take care.

Whew, that was intense!  Lets continue onward to…

 

Screen 3: Cement Factory


The Cement Factory is the screen that was left out of most home versions.   In fact most players never get to see it until they get good at the game so they don’t know it even exists and are surprised the first time it appears.  The Cement Factory (also called the Pie Factory) is one of the more unique levels in the game, but is actually fairly easy as long as you get to the top quickly.  Here Mario must make his way along conveyor belts which are constantly switching direction and avoid the FireFoxes jumping out of the barrel in the middle of the screen.  Mario must also avoid the pans filled with sand (which some people call pies) that occasionally move along the conveyors.  In the arcade version the two top ladders had moving pieces where the player had to wait until they lined up before they could make it to the top.  However in this port the ladders are always climbable, making Mario's trek just a little easier.

 

Screen 4: Rivets


The final level of each round, the rivet stage consists of five platforms that contain eight rivets.  Here Mario must walk or jump over each rivet to remove it, leaving a gap where it was (careful as you can fall down these holes!).  On this level FireFoxes constantly appear out of nowhere, mercilessly chasing you.  Thankfully the FireFoxes cannot jump the gaps made by removing the rivets, so use this to your advantage.  There are two hammers on this screen which you can use to defend yourself in emergencies, but the best strategy is to clear the level before the FireFoxes become too aggressive.  Donkey Kong and Pauline await you at the top of the screen, but DK will whisk Pauline to the other side of the screen if you try and reach her before removing all the rivets (touching Donkey Kong is deadly).

Once you undo all eight rivets the girders will collapse and Donkey Kong will fall on his noggin.  Mario can now be with Pauline forever!  Unfortunately you know how arcade games work, Pauline mysteriously gets captured again (and again, and again, and again) so Mario must begin his quest anew.

 

The Atari 8-Bit port of Donkey Kong is widely regarded as one of the best.  Landon Dyer was one of Atari's best programmers, and his talents really show here.  Not only are all four screen present (not even Nintendo included the fourth in their NES port), but Mario's movement and jumping feel natural and sharp.  The game moves at a quick pace with very little if any slowdown or flickering graphics.  Speaking of the graphics, they're  are fairly well done (especially the FireFoxes), but Donkey Kong looks a bit more like a giant hamster than an ape.  Pauline is also a bit too large and seems to tower over Mario (he barely comes up to her waist!).  The sound and music get the job done, but Donkey Kong wasn't exactly known for its musical score.

 


It's a shame that the 8-Bit port of Donkey Kong was never ported to the 5200 due to the licensing agreement as it's an amazing port that few people got to see.  In recent years however clever programmers ported the game to the 5200 and it shines just as brightly there as it does on the Atari 400/800.  While it may not look as arcade accurate as the NES version, it plays better (and has the fourth level) and in the end it's the gameplay that counts.

 

Version Cart Text Description
3/21/83 A.OUT Intro demo and static screen

 

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