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Sunday, July 27, 2008

Donkey Kong (Game)

Donkey Kong (ドンキーコング Donkī Kongu?) is an arcade game developed by Nintendo, released in 1981. It is an early example of the platform genre, as the gameplay focuses on maneuvering the main character across a series of platforms while dodging and jumping over obstacles. In it, Jumpman (now known as Mario) must rescue a damsel in distress, Lady (now known as Pauline), from a giant ape named Donkey Kong. The hero and ape later became two of Nintendo's most popular characters.
The game was the latest in a series of efforts by Nintendo to break into the North American market. Hiroshi Yamauchi, Nintendo's president at the time, assigned the project to a first-time game designer named Shigeru Miyamoto. Drawing from a wide range of inspirations, including Popeye and King Kong, Miyamoto developed the scenario and designed the game alongside Nintendo's chief engineer, Gunpei Yokoi. The two men broke new ground by using graphics as a means of characterization, including cut scenes to advance the game's plot, and integrating multiple stages into the gameplay.
Despite initial misgivings on the part of Nintendo's American staff, Donkey Kong proved a success in North America and Japan. Nintendo licensed the game to Coleco, who developed home console versions for numerous platforms. Other companies cloned Nintendo's hit and avoided royalties altogether. Miyamoto's characters appeared on cereal boxes, television cartoons, and dozens of other places. A court suit brought on by Universal City Studios, alleging Donkey Kong violated their trademark of King Kong, ultimately failed. The success of Donkey Kong and Nintendo's win in the courtroom helped position the company to dominate the video game market in the 1980s and early 1990s.

Gameplay
Donkey Kong is one of the earliest examples of the platform genre (it is sometimes said to be the first platform game, although it was preceded by Space Panic). Competitive video gamers and referees stress the game's high level of difficulty compared to other classic arcade games. Winning the game requires patience and the ability to accurately time Jumpman's ascent. In addition to presenting the goal of saving the Lady, the game also gives the player a score. 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 the Lady/Pauline); and completing other tasks. The player typically receives three lives with a bonus awarded for the first 10,000 points, although this can be modified via the game's built in DIP switches.
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:

  • Screen 1 (25 m), 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. The hero must also avoid flaming balls, which generate when an oil barrel collides with an oil drum. Players routinely call this screen "Barrels".
  • Screen 2 (50 m), Jumpman must climb a five-story structure of conveyor belts, each of which transports cement pans. 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.
  • Screen 3 (75 m), Jumpman 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". This screen appears as an unlockable stage in Super Smash Bros. Brawl.
  • Screen 4 (100 m), Jumpman must remove the 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. This is the final screen of each level. Players refer to this screen as "Rivets".

The player loses a life if:

  • Jumpman runs into a barrel, fireball, flaming oil barrel, spring weight, cement pan, or Donkey Kong;
  • Jumpman falls off the structure or through open rivet holes;
  • The bonus timer reaches 0.

These screens combine to form levels, which become progressively tougher. For example, Donkey Kong begins to hurl barrels faster and sometimes diagonally, and fireballs get speedier. 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 Jumpman after a few seconds, effectively ending the game. With its four unique levels, Donkey Kong was the most complex arcade game at the time of its release, and only the second game to feature multiple levels (the first was Gorf by Midway Games).

Story and characters
The eponymous Donkey Kong is the game's de facto villain. He is the pet of a carpenter named "Jumpman" (a name chosen for its similarity to "Walkman" and "Pac-Man"; the character was later renamed Mario and made a plumber, rather than a carpenter, when Mario Bros. was released). The carpenter mistreats the ape, so Donkey Kong escapes and kidnaps Jumpman's girlfriend, originally known as the Lady, but later named Pauline. The player must take the role of Jumpman and rescue the girl. This was the first occurrence of the damsel in distress scenario that would provide the template for countless video games to come.
The game uses graphics and animation as vehicles of characterization. Donkey Kong smirks upon Jumpman's demise. The Lady is instantly recognized as female from her pink dress and long hair, and "HELP!" appears frequently beside her. Jumpman, depicted in red overalls and cap, is an everyman character, a type common in Japan. Graphical limitations forced his design: Drawing a mouth was too difficult, so the character got a mustache; the programmers could not animate hair, so he got a cap; and to make his arm movements visible, he needed colored overalls. The artwork used for the cabinets and promotional materials make these cartoon-like character designs even more explicit. The Lady/Pauline, for example, appears as a disheveled Fay Wray in a torn dress and stiletto heels.
Donkey Kong is the first example of a complete narrative told in video game form, and it employs cut scenes to advance its plot. The game opens with the gorilla climbing a pair of ladders to the top of a construction site. He sets the Lady down and stamps his feet, causing the steel beams to change shape. He then moves to his final perch and sneers. This brief animation sets the scene and adds background to the gameplay, a first for video games. Upon reaching the end of the stage, another cut scene begins. A heart appears between Jumpman and the Lady, but Donkey Kong grabs the woman and climbs higher, causing the heart to break. The narrative concludes when Jumpman reaches the end of the rivet stage. He and the Lady are reunited, and a short intermission plays. The game then starts over at a higher level of difficulty.