Donkey Kong (Japan set 2)

Arcade 1981 Nintendo Platform Run Jump
Donkey Kong is a legendary arcade platform game in which the player takes on the role of "Jumpman" - who would later be renamed "Mario" and would go on to become Nintendo's mascot and a gaming legend - who 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.

Jumpman is controlled with a joystick and single JUMP button and must avoid the rolling barrels thrown by Donkey Kong, as well as other enemies, including fireballs, cement tubs and bouncing rivits. Screens are negotiated with the use of ladders, ramps, conveyor belts and elevators.

For additional points, players can collect umbrellas, hats, purses and other bonus items that Pauline has dropped on her way to the top of the building. Jumpman can also grab a hammer to smash barrels, beams, fireballs, cement tubs and firefoxes which earn additional bonus points. The hammer can only be used for a limited time, however, and jumping and climbing ladders is not possible while in possession of the hammer.

On the Ramp, Elevator and Conveyor Belt stages, whenever Jumpman reaches Pauline, Donkey Kong will grab her and carry her off to the next level. On the final Rivet stage, however, Jumpman must remove all the rivets on each and every floor by running or jumping over them. After all rivets are removed, Donkey Kong will fall head first onto a stack of girders and be knocked out and Jumpman and Pauline are finally reunited.

The game then starts over again with an increased level of difficulty.

CAST OF CHARACTERS:

Jumpman (aka 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. His given profession in Donkey Kong is that of a carpenter, instead of a plumber.

Pauline - Jumpman's girlfriend and damsel in distress who would be renamed "Princess Peach" in future Mario games. 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 ape and only character to retain his original name in future games. Donkey Kong has kidnapped Pauline and carried her up to the top of the construction site that Jumpman 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 Jumpman 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 dropped items (namely her purse, hat and umbrella) litter the construction site and can be retrieved by Jumpman for bonus points.
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Donkey Kong (Japan set 2)

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Technical

CPU
  • maincpu Z80 (@ 3 Mhz)
  • soundcpu MB8884 (@ 6 Mhz)
Chipset
  • DISCRETE
Display
  • Orientation Tate
  • Resolution 255 x 224
  • Frequency 60.606061 Hz
Controlers
  • Number of players 2
  • Number of buttons 1
  • Kind of controler joy (4 ways)

Donkey Kong (Japan set 2) Screenshots

Donkey Kong (Japan set 2) - Screen 1
Donkey Kong (Japan set 2) - Screen 2
Donkey Kong (Japan set 2) - Screen 3
Donkey Kong (Japan set 2) - Screen 4
Donkey Kong (Japan set 2) - Screen 5

Clones of Donkey Kong (Japan set 2)

Scoring for Donkey Kong (Japan set 2)

Jumping over Barrels, Beams, Fireballs, Cement Pies, or Firefoxes : 100 points
* Sometimes scoring can occur when objects are next to or behind the player when jumping (especially the Springs on the Elevator Stage).

On the Ramp Stage only :
Two items jumped : 300 points
Three or more items jumped : 500 points
* Due to a bug in the program, jumping three or more items displays onscreen 800 points but actually awards only 500 points.
* Sometimes jumping over one or more objects scores no points.

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

On the Rivet Stage only :
Removing a rivet : 100 points
Jumping close to Kong : 100 points

When a stage is completed, 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.

Tips on Donkey Kong (Japan set 2)

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

* RAMP STAGE : This is the first (25m) stage of each level.
1) On L-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. Afterwards, 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 twos, threes, and even fours. 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 conveyor belts...
1) The conveyor 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 Pies. They come up randomly and Mario will lose the battle if a Cement Pie 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 conveyor belt he will lose that battle.
4) Any platforms that have circles on one or both of the ends are conveyor belts. That means the very bottom and third platforms are not conveyor 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 Pies. 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 stage, 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) If you take the lower route, you will have to cross the path of the Springs twice. Once while travelling on the first set of girders and again when you cross over on the second set of 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 US version, there is only one Elevator Stage per level after L-03 (100m from L-04 onward). 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. Just 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 really quickly.
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.
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