Editing Donkey Kong (game)

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{{game infobox
{{game infobox
|image=[[File:Donkey Kong Arcade side art.png|250px]]<br>Art of the arcade cabinet
|image=[[File:Donkey Kong Arcade side art.png|250px]]<br>Art of the arcade cabinet
|developer=[[Nintendo Research & Development 1]]<br> [[Nintendo Research & Development 2]] (Famicom/NES port)<ref name="Iwata2">{{cite|author=Iwata, Satoru et al.|url=iwataasks.nintendo.com/interviews/wii/nsmb/1/0|titke=Iwata Asks: New Super Mario Bros. Wii Volume 2|publisher=Nintendo of America|language=en-us|accessdate=April 29, 2023}}</ref> <br> [[Ikegami Tsushinki]]<ref name="Gamasutra">{{cite|author=Fahs, Travis|deadlink=y|archive=web.archive.org/web/20120511000142/http://www.gamasutra.com/view/feature/134790/the_secret_history_of_donkey_kong.php?page=3|page=3|title=The Secret History of Donkey Kong|date=July 6, 2011|publisher=Gamasutra|accessdate=June 1, 2024}}</ref><ref name="Sore wa">{{cite|author=Akagi, Masumi|title=''Sore wa “Pong” kara Hajimatta''|page=305-307}}</ref> <br>[[Coleco]] (ColecoVision and Coleco Adam ports) <br> [[Imaginative Systems Software]] (Atari 2600 port)<ref>[https://www.garrykitchen.com/curriculum_vitae.html Garry Kitchen's CV]. Retrieved November 10, 2024.</ref> <br> [[Roklan]]  (Intellivision port) <br> [[Atari, Inc.]] (Atari 8-bit port)<br>[[K-Byte]] (TI-99/4A and 1983 Commodore 64 ports)<ref>[https://www.youtube.com/watch?v=8NL_iM3Cscg K-Byte WXYZ-TV Detroit 1983]. ''YouTube''. Retrieved November 11, 2024.</ref><ref>[https://gdri.smspower.org/wiki/index.php/K-Byte K-Byte]. ''Game Developer Research Institute''. Retrieved November 11, 2024.</ref><br> [[Softweaver]] (MS-DOS port)<ref>[https://gdri.smspower.org/wiki/index.php/Softweaver Softweaver]. ''Game Developer Research Institute''. Retrieved November 11, 2024.</ref><br> {{wp|Human Engineered Software}} (Apple II port)<ref>[https://gdri.smspower.org/wiki/index.php/Human_Engineered_Software Human Engineered Software]. ''Game Developer Research Institute''. Retrieved November 11, 2024.</ref><br> [[Syndein Systems]] (Commodore VIC-20 port)<ref>[https://gdri.smspower.org/wiki/index.php/Syndein_Systems Syndein Systems]. ''Game Developer Research Institute''. Retrieved November 11, 2024.</ref><br> [[Sentient Software Ltd]] (ZX Spectrum and MSX ports)<br>[[Arcana Software Design (game)|Arcana Software Design]] (Amstrad CPC and 1986 Commodore 64 ports)<br> [[International Technology Development Corporation|ITDC]] (Atari 7800 port) <br>[[HAMSTER Corporation|HAMSTER]] (''Arcade Archives'')
|developer=[[Nintendo Research & Development 1]]<br> [[Nintendo Research & Development 2]] (Famicom/NES port)<ref name="Iwata2">Iwata, Satoru et al. [https://iwataasks.nintendo.com/interviews/wii/nsmb/1/0/ Iwata Asks: New Super Mario Bros. Wii Volume 2]. ''Nintendo''. Retrieved April 29, 2023.</ref> <br> [[Ikegami Tsushinki]]<ref name="Gamasutra">Fahs, Travis.[http://www.gamasutra.com/view/feature/134790/the_secret_history_of_donkey_kong.php?page=3 The Secret History of Donkey Kong], ''Gamasutra''</ref><ref name="Sore wa">Akagi, Masumi. ''Sore wa “Pong” kara Hajimatta'', p. 305-307 (Translation available [http://jotaroraido.wordpress.com/2011/01/11/the-battle-of-donkey-kong/ here])</ref> <br>{{wp|Coleco}} (ColecoVision, Atari 2600, Intellivision, and Coleco Adam ports) <br> {{wp|Atari, Inc.}} (Atari 8-bit, Apple II, TI-99/4A, MS-DOS, Commodore VIC-20, and 1983 Commodore 64 ports)<br> [[Sentient Software Ltd]] (ZX Spectrum and MSX ports)<br>[[Arcana Software Design (game)|Arcana Software Design]] (Amstrad CPC and 1986 Commodore 64 ports)<br> [[International Technology Development Corporation|ITDC]] (Atari 7800 port) <br>{{wp|Hamster Corporation|Hamster}} (''Arcade Archives'')
|publisher=[[Nintendo]]<br> [[Coleco]] (ColecoVision, Atari 2600, Intellivision, and Coleco Adam ports)<br> [[Atari, Inc.]] (Atari 8-bit, Apple II, TI-99/4A, MS-DOS, Commodore VIC-20, and 1983 Commodore 64 ports) <br> {{wp|Ocean Software}} (Amstrad CPC, ZX Spectrum, MSX, and 1986 Commodore 64 ports)<br> {{wp|Atari Corporation|Atari Corporation}} (Atari 7800 port)<br>[[HAMSTER Corporation|HAMSTER]] (''Arcade Archives'')
|publisher=[[Nintendo]]<br> {{wp|Coleco}} (ColecoVision, Atari 2600, Intellivision, and Coleco Adam ports)<br> {{wp|Atari, Inc.}} (Atari 8-bit, Apple II, TI-99/4A, MS-DOS, Commodore VIC-20, and 1983 Commodore 64 ports) <br> {{wp|Ocean Software}} (Amstrad CPC, ZX Spectrum, MSX, and 1986 Commodore 64 ports)<br> {{wp|Atari Corporation|Atari Corporation}} (Atari 7800 port)<br>{{wp|Hamster Corporation|Hamster}} (''Arcade Archives'')
|release='''Arcade:'''<br>{{flag list|Japan|July 9, 1981|USA|July 31, 1981}}
|release='''Arcade:'''<br>{{release|Japan|July 9, 1981{{ref needed}}|USA|July 31, 1981{{ref needed}}}}
|release2='''Atari 2600:'''<br>{{flag list|USA|July 1982<ref name = "Arcade Express Aug 30">{{cite|url=archive.org/details/arcade_express_v1n2/mode/2up|title=''Arcade Express'' Volume One Number Two|page=1 and 3}}</ref>|Europe|1983|Australia|1983}} '''ColecoVision:'''<br>{{flag list|USA|July 1982<ref>{{cite|url=retrocdn.net/images/d/d0/ComputerEntertainer_US_Vol.1_05.pdf|title=The Video Game Update Volume One #5|page=1}}</ref>|Europe|July 1983|Australia|1983}} '''Coleco Tabletop:'''<br>{{flag list|USA|August 1982<ref>{{cite|url=archive.org/details/arcade_express_v1n1/page/n3/mode/2up|title=Arcade Express Vol1, No1|page=4}}</ref>}} '''Intellivision:'''<br>{{flag list|USA|October 1982<ref name=ColecoVision>{{cite|url=retrocdn.net/images/2/2e/ComputerEntertainer_US_Vol.1_07.pdf|title=The Video Game Update|date=October 1982|page=6}}</ref>|Europe|1983|Australia|1983}} '''Atari 8-bit Computers:''' <br>{{flag list|USA|June 1983<ref>{{cite|url=https://www.ataricompendium.com/archives/newsletters/video_game_update/video_game_update_jul83.pdf|title=The Video Game Update Vol.2 Number 4|page=62}}</ref>|Europe|1983}} '''[[Family Computer|Famicom]]/[[Nintendo Entertainment System|NES]]:'''<br>{{flag list|Japan|July 15, 1983<ref>{{Cite|url=https://www.nintendo.com/jp/famicom/software/hvc-dk/index.html|title=ドンキーコング|publisher=Nintendo Japan|language=ja}}</ref>|USA|June 15, 1986|Europe|October 15, 1986}}'''TI-99/4A:'''<br>{{flag list|USA|November 1983<ref>{{cite|url=retrocdn.net/images/b/b6/ComputerEntertainer_US_Vol.2_09.pdf|title=The Video Game Update|date=December 1983|page=137 and 144}}</ref>}} '''MS-DOS:'''<br>{{flag list|USA|November 1983}} '''Apple II:'''<br>{{flag list|USA|December 1983}} '''Commodore VIC-20:'''<br>{{flag list|USA|February 1984<ref name=3/84>{{cite|url=retrocdn.net/images/4/43/ComputerEntertainer_US_Vol.2_12.pdf|title=The Video Game Update|date=March 1984|page=190 and 192}}</ref>}} '''Commodore 64:'''<br>{{flag list|USA|February 1984 (Atarisoft)<ref name=3/84/>|Europe|1986 (Ocean Software)|Spain|1987 (Ocean Software)<ref>[https://de.todocoleccion.net/videospiele-konsolen-commodore/donkey-kong-clasico-juego-cinta-cassette-para-commodore-64-128~x24583015 Spanish Commodore 64 cassette]. Retrieved November2, 2024.</ref>}} '''Coleco Adam:'''<br>{{flag list|USA|June 1984}} '''MSX:'''<br>{{flag list|Europe|1986|Spain|1987<ref>[https://www.mariomuseum.com/wp-content/uploads/2022/11/msx-dk-02.jpg Spanish MSX cassette]. Retrieved November 2, 2024.</ref>}} '''ZX Spectrum:'''<br>{{flag list|Europe|1986|Spain|1987<ref>[https://cdn.wallapop.com/images/10420/hi/v8/__/c10420p1059615961/i5184420227.jpg?pictureSize=W640 Spanish ZX Spectrum cassette]. Retrieved November 2, 2024.</ref>}} '''Amstrad CPC:'''<br>{{flag list|Europe|1986|Spain|1987<ref>[https://cpcrulez.fr/f/v/5x99x.jpg Spanish Amstrad CPC cassette]. Retrieved November 2, 2024.</ref>}} '''[[Family Computer Disk System]]:'''<br>{{flag list|Japan|April 8, 1988<ref>{{cite|url=themushroomkingdom.net/games/dk-fds|title=''Donkey Kong'' (FDS)|publisher=The Mushroom Kingdom|accessdate=June 1, 2024}}</ref>}} '''Atari 7800:'''<br>{{flag list|USA|November 1988|Europe|1988}} '''e-Reader:'''<br>{{flag list|USA|November 11, 2002<ref>{{cite|url=themushroomkingdom.net/games/dk-e|language=en|title=Donkey Kong (e-Reader)|publisher=The Mushroom Kingdom|accessdate=June 1, 2024}}</ref>}} '''[[Game Boy Advance]]:'''<br>{{flag list|Japan|February 14, 2004|USA|June 7, 2004|Europe|July 9, 2004<ref>{{Cite|url=https://www.nintendo.com/en-gb/Games/Game-Boy-Advance/Donkey-Kong-266540.html|title=''Classic NES Series: Donkey Kong'' British website|publisher=Nintendo UK}}</ref>}} '''[[Virtual Console#Wii|Virtual Console]] ([[Wii]]):'''<br>{{flag list|USA|November 19, 2006<ref>{{cite|url=http://www.nintendo.com/games/detail/r9ZmTmPVx9O8keDhFfR14V8t7fF2OWvV|deadlink=y|title=''Donkey Kong'' at Nintendo :: Games|archive=https://web.archive.org/web/20101207000635/http://www.nintendo.com/games/detail/r9ZmTmPVx9O8keDhFfR14V8t7fF2OWvV|accessdate=November 10, 2024}}</ref>|Japan|December 2, 2006|Australia|December 7, 2006|Europe|December 8, 2006}} '''[[Virtual Console#Nintendo 3DS|Virtual Console]] ([[Nintendo 3DS|3DS]]):'''<br>{{flag list|Japan|October 17, 2012|USA|August 15, 2013|Europe|November 21, 2013|Australia|November 21, 2013<ref>{{cite|deadlink=y|archive=web.archive.org/web/20130807170403/http://www.nintendo.com/games/detail/r3qMB2ZdHdIFXlDDoA6MYGLaDV-8jZNg|title=''Donkey Kong''|publisher=Nintendo.com|language=en-us|accessdate=June 1, 2024}}</ref>|Europe|September 18, 2014 (''Original Edition'')|Australia|September 19, 2014 (''Original Edition'')|South Korea|March 2, 2016}} '''[[Virtual Console#Wii U|Virtual Console]] ([[Wii U]]):'''<br>{{flag list|Japan|July 15, 2013|USA|July 15, 2013|Europe|July 15, 2013|Australia|July 15, 2013}} '''[[Classics#NES Classic Edition|NES Classic Edition/Famicom Mini]]:'''<br>{{flag list|Japan|November 10, 2016|Australia|November 10, 2016|USA|November 11, 2016|Europe|November 11, 2016}} '''[[Nintendo Switch]] (''[[Arcade Archives]]''):'''<br>{{flag list|USA|June 14, 2018|Japan|June 15, 2018|Europe|June 15, 2018|Australia|June 15, 2018}} '''[[Nintendo Entertainment System - Nintendo Switch Online]]:'''<br>{{flag list|USA|September 18, 2018|Japan|September 19, 2018|Europe|September 19, 2018|Australia|September 19, 2018|HK|April 23, 2019|South Korea|April 23, 2019}}
|release2='''Atari 2600:'''<br>{{release|USA|July 1982<ref name = "Arcade Express Aug 30">[https://archive.org/details/arcade_express_v1n2/mode/2up Arcade Express Volume One Number Two] Pages 1 & 3.</ref>|Europe|1983{{ref needed}}|Australia|1983{{ref needed}}}} '''ColecoVision:'''<br>{{release|USA|July 1982<ref>[https://retrocdn.net/images/d/d0/ComputerEntertainer_US_Vol.1_05.pdf The Video Game Update Volume One #5] Page 1.</ref>|Europe|July 1983{{ref needed}}|Australia|1983{{ref needed}}}} '''Coleco Tabletop:'''<br>{{release|USA|August 1982<ref>[https://archive.org/details/arcade_express_v1n1/page/n3/mode/2up Arcade Express Vol1, No1, p.4]</ref>}} '''Intellivision:'''<br>{{release|USA|October 1982{{ref needed}}|Europe|1983{{ref needed}}|Australia|1983{{ref needed}}}} '''Atari 8-bit Computers:''' <br>{{release|USA|June 1983{{ref needed}}|Europe|1983{{ref needed}}}} '''[[Family Computer|Famicom]]/[[Nintendo Entertainment System|NES]] port:'''<br>{{release|Japan|July 15, 1983{{ref needed}}|USA|June 15, 1986{{ref needed}}|Europe|October 15, 1986{{ref needed}}}}'''TI-99/4A:'''<br>{{release|USA|November 1983<ref>[https://retrocdn.net/images/b/b6/ComputerEntertainer_US_Vol.2_09.pdf The Video Game Update, December 1983. Pages 137 & 144]</ref>}} '''MS-DOS:'''<br>{{release|USA|November 1983{{ref needed}}}} '''Apple II:'''<br>{{release|USA|December 1983{{ref needed}}}} '''Commodore VIC-20:'''<br>{{release|USA|February 1984<ref name=3/84>[https://retrocdn.net/images/4/43/ComputerEntertainer_US_Vol.2_12.pdf The Video Game Update, March 1984. Pages 190 & 192]</ref>}} '''Commodore 64:'''<br>{{release|USA|February 1984 (Atarisoft)<ref name=3/84/>|Europe|1986 (Ocean Software){{ref needed}}}} '''Coleco Adam:'''<br>{{release|USA|June 1984{{ref needed}}}} '''MSX:'''<br>{{release|Europe|1986{{ref needed}}}} '''ZX Spectrum:'''<br>{{release|Europe|1986{{ref needed}}}} '''Amstrad CPC:'''<br>{{release|Europe|1986{{ref needed}}}} '''[[Family Computer Disk System]]:'''<br>{{release|Japan|April 8, 1988<ref>[http://themushroomkingdom.net/games/dk-fds Date info of Donkey Kong (FDS) from TMK], retrieved 11/25/2012</ref>}} '''Atari 7800:'''<br>{{release|USA|November 1988{{ref needed}}|Europe|1988{{ref needed}}}} '''e-Reader:'''<br>{{release|USA|November 11, 2002<ref>[http://themushroomkingdom.net/games/dk-e Date info of Donkey Kong (e-Reader) from TMK], retrieved 11/25/2012</ref>}} '''[[Game Boy Advance]]:'''<br>{{release|Japan|February 14, 2004{{ref needed}}|USA|June 7, 2004{{ref needed}}|Europe|July 9, 2004{{ref needed}}}} '''[[Virtual Console#Wii|Virtual Console]] ([[Wii]]):'''<br>{{release|USA|November 19, 2006{{ref needed}}|Japan|December 2, 2006{{ref needed}}|Australia|December 7, 2006{{ref needed}}|Europe|December 8, 2006{{ref needed}}}} '''[[Virtual Console#Nintendo 3DS|Virtual Console]] ([[Nintendo 3DS|3DS]]):'''<br>{{release|Japan|October 17, 2012{{ref needed}}|USA|August 15, 2013{{ref needed}}|Europe|November 21, 2013{{ref needed}}|Australia|November 21, 2013<ref>[http://www.nintendo.com/games/detail/r3qMB2ZdHdIFXlDDoA6MYGLaDV-8jZNg Nintendo.com - Donkey Kong - Game Info]</ref>|Europe|September 18, 2014 (''Original Edition''){{ref needed}}|Australia|September 19, 2014 (''Original Edition''){{ref needed}}|South Korea|March 2, 2016{{ref needed}}}} '''[[Virtual Console#Wii U|Virtual Console]] ([[Wii U]]):'''<br>{{release|Japan|July 15, 2013{{ref needed}}|USA|July 15, 2013{{ref needed}}|Europe|July 15, 2013{{ref needed}}|Australia|July 15, 2013{{ref needed}}}} '''[[Classics#NES Classic Edition|NES Classic Edition/Famicom Mini]]:'''<br>{{release|Japan|November 10, 2016{{ref needed}}|Australia|November 10, 2016{{ref needed}}|USA|November 11, 2016{{ref needed}}|Europe|November 11, 2016{{ref needed}}}} '''[[Nintendo Switch]] (''[[Arcade Archives]]''):'''<br>{{release|USA|June 14, 2018{{ref needed}}|Japan|June 15, 2018{{ref needed}}|Europe|June 15, 2018{{ref needed}}|Australia|June 15, 2018{{ref needed}}}} '''[[Nintendo Entertainment System - Nintendo Switch Online]]:'''<br>{{release|USA|September 18, 2018{{ref needed}}|Japan|September 19, 2018{{ref needed}}|Europe|September 19, 2018{{ref needed}}|Australia|September 19, 2018{{ref needed}}|HK|April 23, 2019{{ref needed}}|South Korea|April 23, 2019{{ref needed}}}}
|languages={{languages|en_us=y}}
|languages={{languages|en_us=y}}
|genre=[[Genre#Platform|Platformer]]
|genre=[[Genre#Platform|Platformer]]
|ratings={{Ratings|esrb=e|pegi=3|cero=a|acb=G|usk=0|classind=L|grac=all}}
|modes=Up to 2 players, alternating turns
|modes=Up to 2 players, alternating turns
|cabinet=Upright, cabaret, and cocktail
|cabinet=Upright, cabaret, and cocktail
|monitor=Raster, standard resolution 224 x 256 (Vertical) 256 Colors
|monitor=Raster, standard resolution 224 x 256 (Vertical) 256 Colors
|format={{format|fc=1|nes=1|fds=1|gba=1|ereader=1|wiidl=1|3dsdl=1|wiiudl=1|switchdl=1}}
|input={{input|arcade=<nowiki>Joystick and Pushbuttons</nowiki>|nes=1|gba=1|wmsideways=1|classic=1|wiigcn=1|3ds=1|wiiuclassic=1|wiiupro=1|wiiusideways=1|joy-con=1|switchpro=1|switchnes=1|switchgcn=1|nesclassic=1}}
|input={{input|arcade=1|fc=1|nes=1|gba=1|wmsideways=1|classic=1|wiigcn=1|3ds=1|wiiuclassic=1|wiiupro=1|wiiusideways=1|joy-con=1|joy-con-horizontal=1|switchpro=1|switchfc=1|switchnes=1|switchsnes=1|nesclassic=1}}
|serials='''Famicom:'''<br>{{flag list|Japan|HVC-DK}}'''FDS:'''<br>{{flag list|Japan|FMC-DKD}}'''GBA:'''<br>{{flag list|USA|AGB-FDKE-USA|Japan|AGB-FDKJ-JPN|Europe|AGB-FDKP-EUR|Australia|AGB-FDKP-AUS}}
}}
}}
'''''Donkey Kong''''' (also referred to as '''''The Original Donkey Kong''''')<ref>[https://www.nintendo.com/us/store/products/nintendo-world-championships-nes-edition-switch/ Nintendo World Championships: NES Edition]. ''Nintendo''. Retrieved August 11, 2024.</ref> is an arcade [[List of games|game]] that was [[Nintendo]]'s first big hit in North America. It marked the beginning of the ''[[Super Mario (franchise)|Super Mario]]'' and ''[[Donkey Kong (franchise)|Donkey Kong]]'' franchises and introduced several of their earliest characters, including [[Mario]] himself (a carpenter rather than a plumber), the original [[Donkey Kong]] (who, in later games, would become [[Cranky Kong]], the current Donkey Kong's grandfather<ref>{{cite|title=''Donkey Kong Country'' instruction booklet|page=6 and 27|date=1994|publisher=Nintendo of America|language=en-us}}</ref>), and [[Pauline|Lady]] (later renamed Pauline). A port of this game was one of the three launch titles for the [[Family Computer]] in 1983. This port was released on the [[Nintendo Entertainment System]] as part of the [[Arcade Classics Series]] in 1986. The game sold very well in the United States, becoming one of four games to be inducted into the Nintendo Hall of Fame. The original arcade version had four screen levels, but the Nintendo Entertainment System version only has three, with the stage [[50m|50 m]] cut. This game was also the first title to be released on [[Virtual Console]]. ''Donkey Kong'' was the second platforming game ever made; the 1980 game ''{{wp|Space Panic}}'' was the first. However, ''Donkey Kong'' was the first to include [[jump]]ing as an ability.
'''''Donkey Kong''''' is an arcade [[List of games|game]] that was [[Nintendo]]'s first big hit in North America. It marked the beginning of the ''[[Super Mario (franchise)|Super Mario]]'' and ''[[Donkey Kong (franchise)|Donkey Kong]]'' franchises (and the series of the latter also named ''[[Donkey Kong (series)|Donkey Kong]]'') and introduced several of their earliest characters, including [[Mario]] himself (a carpenter rather than a plumber), the original [[Donkey Kong]] (who, in later games, would become [[Cranky Kong]], the current Donkey Kong's grandfather<ref>''Donkey Kong Country'' instruction booklet, pages 6 & 27</ref>), and [[Pauline|Lady]] (later renamed Pauline). A port of this game was one of the three launch titles for the [[Family Computer]] in 1983. This port was released on the [[Nintendo Entertainment System]] as part of the [[Arcade Classics Series]] in 1986. The game sold very well in the United States, becoming one of four games to be inducted into the Nintendo Hall of Fame. The original arcade version had four screen levels, but the Nintendo Entertainment System version only has three, with the stage [[50m|50 m]] cut. This game was also the first title to be released on [[Virtual Console]]. ''Donkey Kong'' was the second platforming game ever made; the 1980 game ''{{wp|Space Panic}}'' was the first. However, ''Donkey Kong'' was the first to include [[jump]]ing as an ability.
==Story==
==Story==
Donkey Kong has kidnapped the beautiful [[Pauline|Lady]] and taken her to a dangerous construction site somewhere in [[New York City|New York]].<ref name=Dream>{{cite|language=ja|url=www.ndw.jp/mario-interview-230425/2|title=インタビュー  マリオ映画公開記念!宮本茂さんインタビュー 制作の始まりから驚きの設定まで|date=April 25, 2023|publisher=Nintendo Dream Web|accessdate=April 25, 2023}}</ref> [[Mario]] must climb to the top of the construction site and rescue her from the [[Kong]].
Donkey Kong has kidnapped the beautiful [[Pauline|Lady]] and taken her to a dangerous construction site somewhere in [[New York City|New York]].<ref name=Dream>[https://www.ndw.jp/mario-interview-230425/2インタビュー  マリオ映画公開記念!宮本茂さんインタビュー 制作の始まりから驚きの設定まで] (April 25, 2023). ''Nintendo Dream Web''. Retrieved April 25, 2023</ref> [[Mario]] must climb to the top of the construction site and rescue her from the [[Kong]].
===Official story quoted from Nintendo of America===
===Official story quoted from Nintendo of America===
<blockquote><i>"HELP! HELP!" cries the beautiful maiden as she is dragged up a labyrinth of structural beams by the ominous Donkey Kong. "SNORT. SNORT." Foreboding music warns of the eventual doom that awaits the poor girl, lest she somehow be miraculously rescued. "But wait! Fear not, fair maiden. Little Mario, the carpenter, is in hot pursuit of you this very moment."<br>
<blockquote><i>"HELP! HELP!" cries the beautiful maiden as she is dragged up a labyrinth of structural beams by the ominous Donkey Kong. "SNORT. SNORT." Foreboding music warns of the eventual doom that awaits the poor girl, lest she somehow be miraculously rescued. "But wait! Fear not, fair maiden. Little Mario, the carpenter, is in hot pursuit of you this very moment."<br>
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==Characters==
==Characters==
{|width=fit class=wikitable
{|width=fit border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse;"
|-
|-
!Character
!Character
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|-
|-
!bgcolor=black|[[File:DK Arcade Mario Idle Sprite.png]]
!bgcolor=black|[[File:DK Arcade Mario Idle Sprite.png]]
|align=center|'''[[Mario|Little Mario]]'''
|align=center|'''[[Mario]]'''
|align=center|[[25m|25 m]]
|align=center|[[25m|25 m]]
|A carpenter, little Mario serves as the protagonist of the game, possessing the ability to jump over obstacles and wield hammers. Certain materials for the arcade version use the alternate name Jumpman.<ref>{{cite|url=www.arcade-museum.com/manuals-videogames/D/dk-tkg4u.pdf|title=''Donkey Kong'' Operation Manual|page=2 and 5}}</ref><ref>[[:File:DK Arcade Instructions Card.png|Control panel instructions for upright cabinets]]</ref><ref>[[:File:DK Instruction Page.jpg|Instructions for cocktail cabinets]]</ref><ref>[[:File:DK Instruction Banner.jpg|''Donkey Kong'' instruction sticker]]</ref> The ''[[Arcade Archives]]'' release revives the Jumpman name in its manual.<ref>{{cite|url=youtu.be/KumJPLR_wb8?t=56|title=Arcade Archives Donkey Kong (Switch eShop)- Gameplay Footage|author=SeafoamGaming|publisher=YouTube|accessdate=June 1, 2024|date=June 14, 2018}}</ref>
|A carpenter, Mario serves as the protagonist of the game, possessing the ability to jump over obstacles and wield hammers. Certain materials for the arcade version use the alternate name Jumpman.<ref>[http://www.arcade-museum.com/manuals-videogames/D/dk-tkg4u.pdf ''Donkey Kong'' Operation Manual], pages 2 & 5</ref><ref>[[:File:DK Arcade Instructions Card.png|Control panel instructions for upright cabinets]]</ref><ref>[[:File:DK Instruction Page.jpg|Instructions for cocktail cabinets]]</ref><ref>[[:File:DK Instruction Banner.jpg|''Donkey Kong'' instruction sticker]]</ref> The ''[[Arcade Archives]]'' release revives the Jumpman name in its manual.<ref>[https://youtu.be/KumJPLR_wb8?t=56 Arcade Archives Donkey Kong (Switch eShop)- Gameplay Footage]</ref>
|-
|-
!bgcolor=black|[[File:DK Arcade Pauline Sprite.png]]
!bgcolor=black|[[File:DK Arcade Pauline Sprite.png]]
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|align=center|'''[[Donkey Kong]]'''
|align=center|'''[[Donkey Kong]]'''
|align=center|[[25m|25 m]]
|align=center|[[25m|25 m]]
|The eponymous antagonist, Donkey Kong appears in every level at the end of each stage, hurling obstacles at Mario or guarding Lady. This particular Donkey Kong is later revealed to be a younger [[Cranky Kong]].
|The main antagonist, Donkey Kong appears in every level at the end of each stage, throwing obstacles at Mario or guarding Lady. This particular Donkey Kong is later revealed to be a younger [[Cranky Kong]].
|}
|}
===Enemies===
===Enemies===
{|width=fit class=wikitable
{|width=fit border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse;"
|-
|-
!Enemy
!Enemy
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|align=center|'''[[Barrel]]'''
|align=center|'''[[Barrel]]'''
|align=center|[[25m|25 m]]
|align=center|[[25m|25 m]]
|Barrels are tossed by Donkey Kong throughout 25 m. Mario can easily jump over these barrels, or destroy them with a Hammer. Certain barrels appear to be blue, which will spawn a [[Fireball (Donkey Kong)|Fireball]] if they reach the [[Oil Drum]] at the beginning of the stage.
|Barrels are thrown by Donkey Kong throughout 25 m. Mario can easily jump over these barrels, or destroy them with a Hammer. Certain barrels appear to be blue, which will spawn a [[Fireball (Donkey Kong)|Fireball]] if they reach the [[Oil Drum]] at the beginning of the stage.
|-
|-
!bgcolor=black|[[File:DK Arcade Fireball Sprite.png]]
!bgcolor=black|[[File:DK Arcade Fireball Sprite.png]]
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|align=center|'''[[Cement tub]]'''
|align=center|'''[[Cement tub]]'''
|align=center|[[50m|50 m]]
|align=center|[[50m|50 m]]
|Cement contained in blue tubs. They are moved along conveyor belts and kill Mario if he touches them.
|Cement contained in blue tubs. They are moved along conveyor belts and defeat Mario if he touches them.
|-
|-
!bgcolor=black|[[File:DK Arcade Jack Sprite.png]]
!bgcolor=black|[[File:DK Arcade Jack Sprite.png]]
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|-
|-
!bgcolor=black|[[File:DK Arcade Fire Sprite.png]]
!bgcolor=black|[[File:DK Arcade Fire Sprite.png]]
|align=center|'''[[Fire (enemy)|Fire]]'''
|align=center|'''[[Fire (100m)|Fire]]'''
|align=center|[[100m|100 m]]
|align=center|[[100m|100 m]]
|Fireballs that are larger than usual, making them harder to jump over. Multiple Fires spawn from the sides of the screen and can be fended off using a Hammer.
|Fireballs that are larger than usual, making them harder to jump over. Multiple Fires spawn from the sides of the screen and can be fended off using a Hammer.
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==Items==
==Items==
{|width=fit class=wikitable
{|width=fit border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse;"
|-
|-
!Item
!Item
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*[[50m|50 m]] (removed in most ports)
*[[50m|50 m]] (removed in most ports)
*[[75m|75 m]] (removed in some ports)
*[[75m|75 m]] (removed in some ports)
*[[100m|100 m]]
*[[100m|100 m]] (removed in Game & Watch version)
After completing the fourth screen, 100 m, the player has reached the next level, which starts at 25 m again, but with increased difficulty like more frequent barrels and faster fireballs.
After completing the fourth screen, 100 m, the player has reached the next level, which starts at 25 m again, but with increased difficulty like more frequent barrels and faster fireballs.


In the international arcade versions, the order of the screens is more complicated with the middle screens revealed in later levels and up to six screens per level from level 5 onward.
In the international arcade versions, the order of the screens is more complicated with the middle screens revealed in later levels and up to six screens per level from level 5 onward.
===Kill screen on Level 22===
===Kill screen in Level 22===
Although the game is intended to be playable indefinitely by not having a level cap, it is impossible to complete the first screen of level 22, due to a [[glitch]] within the calculation of the level's time limit. This is the 85th screen in the later Japanese versions (since there are 4 screens per level in these versions) and the 117th screen in the international versions.
Although the game is intended to be playable indefinitely by not having a level cap, it is impossible to complete the first screen of level 22 (this is the 85th screen in the later Japanese versions and 117th screen in the international versions), due to a [[glitch]] within the process of calculating the time limit. Said time limit is calculated using the formula ''(10 &times; level number) + 40'' and shown in hundreds as a bonus counter in the top-right edge of the screen. Because the calculated value is stored as an 8-Bit integer, which can only save 256 different values ranging from 0 to 255, and the formula results in a value of 260 for level 22, an integer overflow occurs and the value is saved modulo 256, which means 260 is saved as 4. This leads to a starting value of 400 for the timer of level 22 so that Mario dies a few seconds after starting the level, being unable to finish it.<ref>http://donhodges.com/how_high_can_you_get.htm</ref> In the first Japanese version, it is possible to get past the kill screen by exploiting another glitch which lets Mario warp to the top of the screen by jumping off the first girder and through the floor. However, the 88th screen cannot be beaten as there is not enough time to remove all the [[bolt (object)|bolt]]s.
 
The time limit for each level is shown as the remaining bonus, which is displayed in the top-right corner of the screen in the bonus counter; once the bonus counter hits 0, Mario dies. The initial bonus is calculated as <math>(10 \times level) + 40</math> multiplied by 100, and decreases by 100 at a time. The base value (before multiplying by 100) is stored as an 8-bit integer (which can only store values up to 255). At level 22, the bonus would be 260, but because this number is too large for one byte, it [[wikipedia:Integer overflow|overflows]] modulo 256, which means the base value becomes 4, corresponding to an initial bonus of just 400. As a result, Mario dies a few seconds after starting level 22, being unable to finish it.<ref>{{cite|url=donhodges.com/how_high_can_you_get.htm|title=HOW HIGH CAN YOU GET?  THE FIX FOR DONKEY KONG'S KILL SCREEN|publisher=Don Hodges|language=en|accessdate=June 1, 2024|date=October 28-November 14, 2007}}</ref>
 
In the first Japanese version, it is possible to get past the kill screen by exploiting another glitch which lets Mario warp to the top of the screen by jumping off the first girder and through the floor. However, the 88th screen cannot be beaten as there is not enough time to remove all the [[bolt (object)|bolt]]s.


==Development==
==Development==
[[File:DK Popeye.jpg|thumb|left|Concept art for the scrapped ''Popeye'' game that developed into ''Donkey Kong'' (March 21, 1981)]]
[[File:DK Popeye.jpg|thumb|left|Concept art for the scrapped ''Popeye'' game that developed into ''Donkey Kong'' (March 21, 1981)]]
Development of ''Donkey Kong'' began in March 1981 when [[Shigeru Miyamoto]], under the supervision of the late [[Gunpei Yokoi]], was assigned by Nintendo to convert ''{{wp|Radar Scope}}'', a poorly selling arcade game in North America, into a game that would have more appeal to more gamers. Shigeru Miyamoto later admitted that he did not focus on the story of the game, instead creating a basic plot with colorful characters and music that he himself penned.<ref>{{cite|deadlink=y|archive=web.archive.org/web/20200213084836/https://www.youtube.com/watch?v=qz0P_TcikwA&gl=US&hl=en|title=sm3349730 + sm3357080 + sm3358731 - マリオにゼルダ・コンピューターゲームの歴史|publisher=YouTube|language=ja|date=June 3, 2013|author=Cabbusses's Retro Obscurities|accessdate=June 1, 2024}}</ref> He said that Mario and Lady were not intended to have a relationship, and he did not know where the idea came from, but he thought that it did not matter much.{{ref needed}} The game was also originally designed to have Mario escape from a maze, and jumping was not yet implemented, making platforming too difficult.<ref>{{cite|url=www.gameinformer.com/b/news/archive/2009/11/25/news-miyamoto-mario-initially-couldn-t-jump.aspx|title= Miyamoto: Mario Initially Couldn’t Jump|author=Turi, Tim|date=November 25, 2009|publisher=GameInformer|accessdate=June 1, 2024}}</ref> Originally, the four screens were supposed to be a single long stage, but this idea was scrapped due to the inability to implement vertical scrolling.<ref name="Iwata1">{{cite|author=Iwata, Satoru et al.|url=iwataasks.nintendo.com/interviews/wii/nsmb/0/0|title=Iwata Asks:New Super Mario Bros: Volume 1|publisher=Nintendo of America|language=en-us|accessdate=April 29, 2023}}</ref> In a time where arcade games took around two to three months to build, ''Donkey Kong'' was built in four or five months and Shigeru Miyamoto was focused on developing it for a global market rather than just for Japan.<ref name=NESClassic>{{cite|deadlink=y|archive=web.archive.org/web/20220425234630/https://www.nintendo.com/nes-classic/donkey-kong-developer-interview|title=Donkey Kong Developer Interview|publisher=Nintendo.com|language=en-us|accessdate=June 1, 2024}}</ref> The working title during development was ''Table Kong Game'' until export manager Shinichi Todori came up with the name for both the game and the antagonist at the end of May.<ref>{{cite|url=youtu.be/aTyxQfpOEbE?t=749|author=Gaming Historian|title=How the Mario Characters Got Their Names|publisher=YouTube|accessdate=June 1, 2024|date=September 29, 2021|timestamp=12:29}}</ref><ref name=GHTwitter>{{cite|url=x.com/GamingHistorian/status/1220101899455692801|title=In a deposition of Gunpei Yokoi, Yokoi states the reason Nintendo's Popeye game was abandoned was due to technical limitations. Because of this, Miyamoto came up with Mario, Pauline, and Donkey Kong.|author=Caruso, Norman|date=January 22, 2020|publisher=X|accessdate=June 1, 2024}}</ref> Due to the late name change, the printed circuit boards (PCB) retain the "TKG" part numbering. The final version of the game was a major breakthrough for Nintendo and the video game industry, becoming one of the best selling arcade machines of its time. Its platforming gameplay also distinguished it from most other arcade games at the time.  
Development of ''Donkey Kong'' began in March 1981 when [[Shigeru Miyamoto]], under the supervision of the late [[Gunpei Yokoi]], was assigned by Nintendo to convert ''{{wp|Radar Scope}}'', a poorly selling arcade game in North America, into a game that would have more appeal to more gamers. Shigeru Miyamoto later admitted that he did not focus on the story of the game, instead creating a basic plot with colorful characters and music that he himself penned<ref>[https://www.youtube.com/watch?v=qz0P_TcikwA&t=27m24s A Discovery Channel documentary on video games] reveals that Miyamoto wanted to make ''Donkey Kong'' tell a story, and also wrote the music for the game. ''YouTube''. Referenced March 22, 2015</ref>. He said that Mario and Lady were not intended to have a relationship, and he did not know where the idea came from, but he thought that it did not matter much.{{ref needed}} The game was also originally designed to have Mario escape from a maze, and jumping was not yet implemented, making platforming too difficult.<ref>[http://www.gameinformer.com/b/news/archive/2009/11/25/news-miyamoto-mario-initially-couldn-t-jump.aspx GameInformer interview with Shigeru Miyamoto]</ref> Originally, the four screens were supposed to be a single long stage, but this idea was scrapped due to the inability to implement vertical scrolling.<ref name="Iwata1">Iwata, Satoru et al. [https://iwataasks.nintendo.com/interviews/wii/nsmb/0/0/ Iwata Asks:New Super Mario Bros: Volume 1] ''Nintendo''. Retrieved April 29, 2023.</ref> In a time where arcade games took around two to three months to build, ''Donkey Kong'' was built in four or five months and Shigeru Miyamoto was focused on developing it for a global market rather than just for Japan.<ref name=NESClassic>[http://web.archive.org/web/20220425234630/https://www.nintendo.com/nes-classic/donkey-kong-developer-interview Donkey Kong Developer Interview]</ref> The working title during development was ''Table Kong Game'' until export manager Shinichi Todori came up with the name for both the game and the antagonist at the end of May.<ref>[https://youtu.be/aTyxQfpOEbE?t=749 How the Mario Characters Got Their Names | Gaming Historian] Retrieved October 25, 2021.</ref><ref name=GHTwitter>[https://twitter.com/GamingHistorian/status/1220101899455692801?s=20 Gunpei Yokoi deposition, 1983]</ref> Due to the late name change, the printed circuit boards (PCB) retain the "TKG" part numbering. The final version of the game was a major breakthrough for Nintendo and the video game industry, becoming one of the best selling arcade machines of its time. Its platforming gameplay also distinguished it from most other arcade games at the time.  


''Donkey Kong'' was heavily inspired by 1930s American media. It was originally conceived as a ''{{wp|Popeye}}'' game, based on the 1930s comic and animation, with Bluto being in the role of Donkey Kong, Popeye being Mario, and Olive Oyl being Lady. The particular ''Popeye'' short that inspired Yokoi is ''A Dream Walking'', which is set in a construction site.<ref>{{cite|url=thedoteaters.com/?bitstory=bitstory-article-2%2Fdonkey-kong&all=1|title=Donkey Kong & Nintendo - Let There Be Mario}}</ref> Although Nintendo held the license to produce ''Popeye''-branded products,<ref name="Iwata1"/> the characters ended up being changed for technical reasons.<ref name=GHTwitter/> A ''Popeye'' [[Game & Watch]] game was developed at the same time and was released only a few weeks after ''Donkey Kong''. The {{wp|Popeye (video game)|''Popeye'' arcade game}} came out a year later in 1982 and was followed by two more ''Popeye'' Game & Watch releases in 1983. The 1930s film ''{{wp|King Kong}}'' would serve as another inspiration<ref>{{cite|url=content.time.com/time/subscriber/article/0,33009,984568,00.html|title=THE SPIELBERG OF VIDEO GAMES|author=Jackson, David S.|date=May 20, 1996|publisher=Time|accessdate=June 1, 2024|language=en}}</ref> and the setting of the game was [[New York City]].<ref name=Dream/> {{wp|Coleco}}'s American live-action commercials for Donkey Kong portrayed {{file link|Donkey Kong Commercial 1982.png|Mario in 1930s clothing with a fedora}}, and Lady was given a period appropriate hairstyle to match.
''Donkey Kong'' was heavily inspired by 1930s American media. It was originally conceived as a ''{{wp|Popeye}}'' game, based on the 1930s comic and animation, with Bluto being in the role of Donkey Kong, Popeye being Mario, and Olive Oyl being Lady. The particular ''Popeye'' short that inspired Yokoi is ''A Dream Walking'', which is set in a construction site.<ref>[https://thedoteaters.com/?bitstory=bitstory-article-2%2Fdonkey-kong&all=1 Donkey Kong & Nintendo - Let There Be Mario]</ref> Although Nintendo held the license to produce ''Popeye''-branded products,<ref name="Iwata1"></ref> the characters ended up being changed for technical reasons.<ref name=GHTwitter/> A ''Popeye'' [[Game & Watch]] game was developed at the same time and was released only a few weeks after ''Donkey Kong''. The {{wp|Popeye (video game)|''Popeye'' arcade game}} came out a year later in 1982 and was followed by two more ''Popeye'' Game & Watch releases in 1983. The 1930s film ''{{wp|King Kong}}'' would serve as another inspiration<ref>[https://content.time.com/time/subscriber/article/0,33009,984568,00.html   The Spielberg of Video Games] (May 20, 1996). ''Time''</ref> and the setting of the game was [[New York City]].<ref name=Dream/> {{wp|Coleco}}'s American live-action commercials for Donkey Kong portrayed {{media link|Donkey Kong Commercial 1982.png|Mario in 1930s clothing with a fedora}}, and Lady was given a period appropriate hairstyle to match.


[[Nintendo Research & Development 1]] worked on ''Donkey Kong'', multiple Game & Watch titles, and the arcade game {{wp|Sky Skipper|''Sky Skipper''}} simultaneously. Like ''Donkey Kong'', ''Sky Skipper'' is also about rescuing captives from gorilla creatures. Miyamoto did cabinet artwork for both games.
[[Nintendo Research & Development 1]] worked on ''Donkey Kong'', multiple Game & Watch titles, and the arcade game {{wp|Sky Skipper|''Sky Skipper''}} simultaneously. Like ''Donkey Kong'', ''Sky Skipper'' is also about rescuing captives from gorilla creatures. Miyamoto did cabinet artwork for both games.


Despite Mario originally being given the name ''Ossan'' (the Japanese term for "middle-aged man"),<ref>{{cite|deadlink=y|archive=web.archive.org/web/20101009201546/http://us.wii.com/iwata_asks/mario25th/vol2_page4.jsp|title=Iwata Asks: The Grand Culmination of Famicom Cartridges|publisher=Nintendo.com|language=en-us|accessdate=June 1, 2024}}</ref> Miyamoto envisioned Mario as a young man at around 24 or 26 years old, describing Donkey Kong as Mario's pet who escaped and kidnapped his girlfriend.<ref name=NESClassic/>
Despite Mario originally being given the name ''Ossan'' (the Japanese term for "middle-aged man"),<ref>https://web.archive.org/web/20101009201546/http://us.wii.com/iwata_asks/mario25th/vol2_page4.jsp</ref> Miyamoto envisioned Mario as a young man at around 24 or 26 years old, describing Donkey Kong as Mario's pet who escaped and kidnapped his girlfriend.<ref name=NESClassic/>
{{br|left}}
{{br|left}}


==Lawsuits==
==Lawsuits==
===Universal Studios lawsuit===
===Universal Studios lawsuit===
In 1982, around a year after the game's release, [[Universal Pictures|Universal Studios]] sued [[Nintendo]], claiming that ''Donkey Kong'' infringed on Universal Studios's intellectual property rights to the film ''{{wp|King Kong}}''. {{wp|Howard Lincoln}}, attorney and future president of [[Nintendo|Nintendo of America]], decided to fight the case and hired seasoned attorney {{wp|John Kirby (attorney)|John Kirby}} to represent Nintendo. When Kirby showed that not only was Nintendo not likely in violation of any trademarks but also that Universal Studios themselves had sued RKO Pictures in 1975 to prove that the plot of ''King Kong'' was in fact in the public domain, Judge Robert W. Sweet ruled in Nintendo's favor, ordering Universal to pay Nintendo $1.8 million in legal fees. In an ironic twist, Judge Sweet also ruled that Tiger's ''King Kong'' video game, licensed by Universal, infringed on ''Donkey Kong''. After the victory, Nintendo awarded John Kirby with a $30,000 sailboat, christened the ''Donkey Kong'', and gave him "exclusive worldwide rights to use the name for sailboats."<ref>{{cite|author=Sheff, David|language=en|date=April 15, 1999|isbn=0-9669617-0-6|title=''Game Over: Press Start to Continue: The Maturing of Mario''|location=Wilton, Connecticut|publisher=Gamepress|page=126}}</ref><ref name=Universal>{{cite|url=law.justia.com/cases/federal/district-courts/FSupp/615/838/1515073|title=Universal City Studios, Inc. v. Nintendo Co. Ltd.|publisher=Justia|accessdate=March 19, 2021}}</ref>
In 1982, around a year after the game's release, {{wp|Universal Studios}} sued [[Nintendo]], claiming that ''Donkey Kong'' infringed on Universal Studios's intellectual property rights to the film ''{{wp|King Kong}}''. {{wp|Howard Lincoln}}, attorney and future president of [[Nintendo|Nintendo of America]], decided to fight the case and hired seasoned attorney {{wp|John Kirby (attorney)|John Kirby}} to represent Nintendo. When Kirby showed that not only was Nintendo not likely in violation of any trademarks but also that Universal Studios themselves had sued RKO Pictures in 1975 to prove that the plot of ''King Kong'' was in fact in the public domain, Judge Robert W. Sweet ruled in Nintendo's favor, ordering Universal to pay Nintendo $1.8 million in legal fees. In an ironic twist, Judge Sweet also ruled that Tiger's ''King Kong'' video game, licensed by Universal, infringed on ''Donkey Kong''. After the victory, Nintendo awarded John Kirby with a $30,000 sailboat, christened the ''Donkey Kong'', and gave him "exclusive worldwide rights to use the name for sailboats."<ref>Sheff, David (1999). ''Game Over: Press Start to Continue: The Maturing of Mario''. Wilton, Connecticut: Gamepress. Page 126.</ref><ref name=Universal>[https://law.justia.com/cases/federal/district-courts/FSupp/615/838/1515073/ Universal City Studios, Inc. v. Nintendo Co. Ltd.] at Justia. Retrieved March 19, 2021.</ref>


===''Crazy Kong''===
===''Crazy Kong''===
To meet the unexpectedly high demand for arcade machines, Nintendo licensed production to other companies.<ref>{{cite|url=archive.org/details/game-machine-magazine-19811001p/page/n12/mode/1up|title=Game Machine #174|date=October 1, 1981|page=24}}</ref> ''[[Crazy Kong]]'' was an officially-licensed clone of ''Donkey Kong'' manufactured by [[Falcon]]. They were allowed to produce a certain amount of printed circuit boards (PCB) and were banned from exporting them. Falcon breached this agreement by producing more than 9000 excess units and also by exporting them to the US. On January 29, 1982, Nintendo terminated their license agreement. On June 1, Nintendo Japan filed for an injunction against Falcon in Kyoto District Court, which was granted on June 5. A countersuit by Falcon was won by Nintendo.<ref>{{cite|url=archive.org/details/game-machine-magazine-19820815p/page/n13/mode/1up|title=Game Machine #194|date=August 15, 1982|page=26}}</ref> On October 13, Nintendo launched a lawsuit seeking damages against Falcon.<ref>{{cite|url=archive.org/details/game-machine-magazine-19821201p/page/n13/mode/1up|title=Game Machine #202|date=December 1, 1982|page=26}}</ref> This experience led Nintendo to decide to produce all ''[[Donkey Kong Jr. (game)|Donkey Kong Jr.]]'' machines by themselves.<ref>{{cite|url=archive.org/details/game-machine-magazine-19820915p/page/n15/mode/1up|title=Game Machine #196|date=September 15, 1982|page=30}}</ref> Falcon's president was later arrested for unauthorized copying of ''Donkey Kong Jr.'' PCBs.<ref>{{cite|url=archive.org/details/game-machine-magazine-19830301p/page/n15/mode/1up|title=Game Machine #207|date=March 1, 1983|page=30}}</ref>
To meet the unexpectedly high demand for arcade machines, Nintendo licensed production to other companies.<ref>[https://archive.org/details/game-machine-magazine-19811001p/page/n12/mode/1up Game Machine #174 October 1, 1981 issue, page 24]</ref> ''[[Crazy Kong]]'' was an officially-licensed clone of ''Donkey Kong'' manufactured by Falcon. They were allowed to produce a certain amount of printed circuit boards (PCB) and were banned from exporting them. Falcon breached this agreement by producing more than 9000 excess units and also by exporting them to the US. On January 29, 1982, Nintendo terminated their license agreement. On June 1, Nintendo Japan filed for an injunction against Falcon in Kyoto District Court, which was granted on June 5. A countersuit by Falcon was won by Nintendo.<ref>[https://archive.org/details/game-machine-magazine-19820815p/page/n13/mode/1up Game Machine #194 August 15, 1982 issue, page 26]</ref> On October 13, Nintendo launched a lawsuit seeking damages against Falcon.<ref>[https://archive.org/details/game-machine-magazine-19821201p/page/n13/mode/1up Game Machine #202 December 1, 1982 issue, page 26]</ref> This experience led Nintendo to decide to produce all ''[[Donkey Kong Jr. (game)|Donkey Kong Jr.]]'' machines by themselves.<ref>[https://archive.org/details/game-machine-magazine-19820915p/page/n15/mode/1up Game Machine #196 September 15, 1982 issue, page 30]</ref> Falcon's president was later arrested for unauthorized copying of ''Donkey Kong Jr.'' PCBs.<ref>[https://archive.org/details/game-machine-magazine-19830301p/page/n15/mode/1up Game Machine #207 March 1, 1983 issue, page 30]</ref>


On June 30, 1982, [[Nintendo]] of America filed a complaint toward Elcon Industries Inc., an arcade hardware manufacturer based in Michigan that sold ''Crazy Kong'' boards. The complaint alleged that the licensing agreement with Falcon explicitly forbade the manufacturing or export of ''Crazy Kong'' outside Japan. The case was taken to the United States District Court for the Eastern District of Michigan, which quickly ruled in favor of Nintendo.<ref>{{cite|author=Nintendo of America, Inc. v. Elcon Industries, Inc.|date=October 4, 1982|url=scholar.google.com/scholar_case?case=14413211357527714092&q=564+F.+Supp.+937&hl=en&as_sdt=2,5|title=Nintendo of America, Inc. v. Elcon Industries, Inc., 564 F. Supp. 937 - Dist. Court, ED Michigan 1982|publisher=Google Scholar|accessdate=June 1, 2024}}</ref>
On June 30, 1982, [[Nintendo]] of America filed a complaint toward Elcon Industries Inc., an arcade hardware manufacturer based in Michigan that sold ''Crazy Kong'' boards. The complaint alleged that the licensing agreement with Falcon explicitly forbade the manufacturing or export of ''Crazy Kong'' outside Japan. The case was taken to the United States District Court for the Eastern District of Michigan, which quickly ruled in favor of Nintendo<ref>''Nintendo of America, Inc. v. Elcon Industries, Inc.'' (October 4, 1982). [https://scholar.google.com/scholar_case?case=14413211357527714092&q=564+F.+Supp.+937&hl=en&as_sdt=2,5 Google Scholar archive]</ref>.


===Ikegami Tsushinki===
===Ikegami Tsushinki===
As Nintendo's newly established video game division lacked programming manpower, the arcade version of ''Donkey Kong'' was programmed by [[Ikegami Tsushinki]], a contractor that had worked for Nintendo for several of its arcade releases<ref name="Gamasutra"/><ref name="Sore wa"/>. For ''Donkey Kong'''s development, the two companies signed a contract which gave Ikegami Tsushinki exclusive rights to the manufacturing of ''Donkey Kong'' arcade boards<ref name="Gamasutra"/><ref name="Sore wa"/>.
As Nintendo's newly established video game division lacked programming manpower, the arcade version of ''Donkey Kong'' was programmed by [[Ikegami Tsushinki]], a contractor that had worked for Nintendo for several of its arcade releases<ref name="Gamasutra"></ref><ref name="Sore wa"></ref>. For ''Donkey Kong'''s development, the two companies signed a contract which gave Ikegami Tsushinki exclusive rights to the manufacturing of ''Donkey Kong'' arcade boards<ref name="Gamasutra"></ref><ref name="Sore wa"></ref>.


In 1983, Ikegami Tsushinki sued Nintendo on the ground that the company had violated the contract and produced around 80,000 arcade boards on its own.<ref name="Gamasutra"/><ref name="Sore wa"/> Ikegami Tsushinki also sought compensation for the use of reverse-engineered ''Donkey Kong'' code in ''[[Donkey Kong Jr. (game)|Donkey Kong Jr.]]''<ref name="Gamasutra"/><ref name="Sore wa"/> and claimed it owned the copyright on ''Donkey Kong''{{'}}s code (while the contract did not specify ownership of the code, a judgment relating to ''{{wp|Space Invaders Part II}}'' set a precedent establishing computer code can be copyrighted<ref name="Sore wa"/>). In response, Nintendo claimed it owned ''Donkey Kong'''s code as Ikegami Tsushinki was hired as a sub-contractor<ref name="Gamasutra"/><ref name="Sore wa"/>.
In 1983, Ikegami Tsushinki sued Nintendo on the ground that the company had violated the contract and produced around 80,000 arcade boards on its own<ref name="Gamasutra"></ref><ref name="Sore wa"></ref>. Ikegami Tsushinki also sought compensation for the use of reverse-engineered ''Donkey Kong'' code in ''[[Donkey Kong Jr. (game)|Donkey Kong Jr.]]''<ref name="Gamasutra"></ref><ref name="Sore wa"></ref> and claimed it owned the copyright on <i>Donkey Kong</i>'s code (while the contract did not specify ownership of the code, a judgment relating to ''{{wp|Space Invaders Part II}}'' set a precedent establishing computer code can be copyrighted<ref name="Sore wa"></ref>). In response, Nintendo claimed it owned ''Donkey Kong'''s code as Ikegami Tsushinki was hired as a sub-contractor<ref name="Gamasutra"></ref><ref name="Sore wa"></ref>.


The case went to the Tokyo District Court until March 26, 1990, at which point the two companies settled out of court.<ref name="Gamasutra"/><ref name="Sore wa"/>
The case went to the Tokyo District Court until March 26, 1990, at which point the two companies settled out of court<ref name="Gamasutra"></ref><ref name="Sore wa"></ref>.


==Re-releases==
==Re-releases==
The international arcade version of ''Donkey Kong'' was re-released by [[Bandai Namco Entertainment|Namco]] as part of the compilation arcade system ''[[Donkey Kong/Donkey Kong Junior/Mario Bros.]]'' in 2004 for the North American market.
The international arcade version of ''Donkey Kong'' was re-released by [[Bandai Namco Entertainment|Namco]] as part of the compilation arcade system ''[[Donkey Kong/Donkey Kong Jr./Mario Bros.]]'' in 2004 for the North American market.


Announced at E3 2018 for the [[Nintendo Switch]] and released as part of [[HAMSTER Corporation]]'s ''[[Arcade Archives]]'' brand, an emulation of the original arcade game titled '''''Arcade Archives: Donkey Kong''''' was released through the [[Nintendo eShop#Nintendo Switch|eShop]] on June 14, 2018, marking the first official release of the full arcade version of ''Donkey Kong'' for a home console since its original release 37 years earlier. The player can choose between playing the original Japanese release, the later Japanese release, and the international release of the game.
Announced at E3 2018 for the [[Nintendo Switch]] and released as part of {{wp|Hamster Corporation}}'s ''[[Arcade Archives]]'' brand, an emulation of the original arcade game titled '''''Arcade Archives: Donkey Kong''''' was released through the [[Nintendo eShop#Nintendo Switch|eShop]] on June 14, 2018, marking the first official release of the full arcade version of ''Donkey Kong'' for a home console since its original release 37 years earlier. The player can choose between playing the original Japanese release, the later Japanese release, and the international release of the game.


==Ports==
==Ports==
===By Coleco===
===By Coleco===
[[Coleco]] won the rights for the tabletop and home console ports, first as an oral agreement in November 1981, then formally on February 1, 1982.<ref name=Universal/> All were published in 1982 except for the {{wp|Coleco Adam}} port which was released in 1984.
{{wp|Coleco}} won the rights for the tabletop and home console ports, first as an oral agreement in November 1981, then formally on February 1, 1982.<ref name=Universal></ref> All were published in 1982 except for the {{wp|Coleco Adam}} port which was released in 1984.
[[File:DK ColecoVision 25m Screenshot.png|thumb|ColecoVision port, considered the definitive console port until the NES release]]
[[File:DK ColecoVision 25m Screenshot.png|thumb|ColecoVision port, considered the definitive console port until the NES release]]
*{{wp|Atari 2600}}
*{{wp|Atari 2600}}
Line 164: Line 157:
**In [[25m|25 m]], only one Hammer appears instead of two. Donkey Kong does not throw the barrels, but they are automatically spawned. Fireballs and blue barrels do not appear.
**In [[25m|25 m]], only one Hammer appears instead of two. Donkey Kong does not throw the barrels, but they are automatically spawned. Fireballs and blue barrels do not appear.
**In [[100m|100 m]], four large Fires spawn automatically. Mario can destroy only the second highest Fire which does not re-spawn. They do not change colors when Mario holds the hammer. They glide from one edge of their platform to the other and they cannot climb ladders.
**In [[100m|100 m]], four large Fires spawn automatically. Mario can destroy only the second highest Fire which does not re-spawn. They do not change colors when Mario holds the hammer. They glide from one edge of their platform to the other and they cannot climb ladders.
**Shortly after its release, Coleco recalled this port due to it not working on original Atari 2600 models. <ref name = "Arcade Express Aug 30"/>
**Shortly after its release, Coleco recalled this port due to it not working on original Atari 2600 models. <ref name = "Arcade Express Aug 30"></ref>
*{{wp|ColecoVision}} ({{wp|Pack-in game}})
*{{wp|ColecoVision}} ({{wp|Pack-in game}})
**50 m has been cut out. There are no cutscenes too.
**50 m has been cut out. There are no cutscenes too.
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**25 m lacks blue barrels and Fireballs. Like the ColecoVision, Donkey Kong is on the right due to a missing girder.
**25 m lacks blue barrels and Fireballs. Like the ColecoVision, Donkey Kong is on the right due to a missing girder.
**100 m is missing a girder so there are only six bolts. There are only two Fires and they do not change color when Mario wields a hammer.
**100 m is missing a girder so there are only six bolts. There are only two Fires and they do not change color when Mario wields a hammer.
**Coleco missed their intended late August 1982 release date.<ref name = "Arcade Express Aug 30"/><ref>{{cite|url=retrocdn.net/images/d/d0/ComputerEntertainer_US_Vol.1_05.pdf|title=The Video Game Update|date=August 1982|page=1}}</ref> It came out in October instead.<ref name=ColecoVision></ref><ref>{{cite|url=retrocdn.net/images/c/c7/ComputerEntertainer_US_Vol.1_08.pdf|title=The Video Game Update|date=November 1982|page=5}}</ref>
**Coleco missed their intended late August 1982 release date.<ref name = "Arcade Express Aug 30"></ref><ref>[https://retrocdn.net/images/d/d0/ComputerEntertainer_US_Vol.1_05.pdf The Video Game Update, August 1982. Page 1]</ref> It came out in October instead.<ref>[https://retrocdn.net/images/2/2e/ComputerEntertainer_US_Vol.1_07.pdf The Video Game Update, October 1982. Page 6.]</ref><ref>[https://retrocdn.net/images/c/c7/ComputerEntertainer_US_Vol.1_08.pdf The Video Game Update, November 1982. Page 5.]</ref>
**The game was published by Coleco, but developed by Roklan.<ref>[https://gdri.smspower.org/wiki/index.php/Roklan Roklan]. ''Game Developer Research Institute''. Retrieved November 2, 2024.</ref><ref>[https://youtu.be/NpeMKGMTmt8?si=oS2_t1FO_i8_KzBp&t=1486 The History of Roklan Corporation | VCFMW 17 (2022)].''YouTube''. Retrieved November 2,2024.</ref>
**The game does not work on the Intellivision II due to an intentional cartridge lockout, meant to affect Coleco and other third-party cartridge producers. The Intellivision II checks that valid numeric values have been put in the addresses used by the Exec routine's "Mattel Electronics Presents" startup screen. ''Donkey Kong'' skips this routine in favor of a custom Coleco startup screen, thus failing to pass the subsequent later check of the data. ''Donkey Kong Jr.'' (and other 3rd party games) would later work around this by putting appropriate values in the copyright memory locations, even though they still did not use the Exec's startup screen.
**The game does not work on the Intellivision II due to an intentional cartridge lockout, meant to affect Coleco and other third-party cartridge producers. The Intellivision II checks that valid numeric values have been put in the addresses used by the Exec routine's "Mattel Electronics Presents" startup screen. ''Donkey Kong'' skips this routine in favor of a custom Coleco startup screen, thus failing to pass the subsequent later check of the data. ''Donkey Kong Jr.'' (and other 3rd party games) would later work around this by putting appropriate values in the copyright memory locations, even though they still did not use the Exec's startup screen.
**The Intellivision staff were very angry about the release of this port, speculating that Coleco made the game intentionally look bad visually so the ColecoVision version would look superior. The more likely outcome is that Coleco simply did not have much experience programming for the Intellivision hardware.<ref>http://www.beeslife.com/intvlibrary/Games/Trivia/games_coleco.htm#Anchor-Donkey-57224</ref>{{dead link}}
**The Intellivision staff were very angry about the release of this port, speculating that Coleco made the game intentionally look bad visually so the ColecoVision version would look superior. The more likely outcome is that Coleco simply did not have much experience programming for the Intellivision hardware.<ref>http://www.beeslife.com/intvlibrary/Games/Trivia/games_coleco.htm#Anchor-Donkey-57224</ref>
*{{wp|Coleco Adam}}
*{{wp|Coleco Adam}}
**Unlike the ColecoVision port, Donkey Kong now throws blue barrels as well but 25 m still lacks Fireballs.
**Unlike the ColecoVision port, Donkey Kong now throws blue barrels as well but 25 m still lacks Fireballs.
**In 75 m, there are two Fires (three later on) instead of Fireballs but the jacks have been restored and they spawn out of Donkey Kong.
**In 75 m, there are two Fires (three later on) instead of Fireballs but the jacks have been restored and they spawn out of Donkey Kong.
**A prototype made its debut at the June 1983 Consumer Electronics Show and caused a dispute with Atari which held the rights for home computer releases. Atari canceled a nearly finished deal to distribute a localized version of the upcoming [[Family Computer]] in North America in retaliation on the mistaken belief that Nintendo gave its blessing to Coleco's port.<ref>{{cite|url=www.timeextension.com/features/flashback-remember-when-atari-turned-down-nintendo-and-sega|title=Remember When Atari Turned Down Nintendo And Sega?|publisher=Time Extension|language=en|accessdate=June 1, 2024|author=McFerran, Damien|date=October 6, 2022}}</ref> Coleco justified its existence in that the prototype used a ColecoVision cartridge as opposed to a cassette or floppy disk. Coleco agreed to not bundle this port as a pack-in game for the Adam so its release was pushed back to 1984, which by then the disastrous faults of the Adam had become well known. The released version, part of Coleco's Super Game series, uses a proprietary cassette. Nintendo awarded Atari the rights to publish ''[[Mario Bros. (game)|Mario Bros.]]'' for both home consoles and computers outside of Japan one week after the CES.<ref>{{cite|url=archive.org/details/game-machine-magazine-19830815p/page/n14/mode/1up|title=''Game Machine'' #218|date=August 15, 1983|page=28}}</ref> These events, along with the {{wp|video game crash of 1983}}, caused Nintendo to push back the development and release of the [[Nintendo Entertainment System]] in North America for two years.
**A prototype made its debut at the June 1983 Consumer Electronics Show and caused a dispute with Atari which held the rights for home computer releases. Atari canceled a nearly finished deal to distribute a localized version of the upcoming [[Family Computer]] in North America in retaliation on the mistaken belief that Nintendo gave its blessing to Coleco's port.<ref>[https://www.nintendolife.com/news/2020/02/feature_remember_when_atari_turned_down_nintendo_and_sega Remember When Atari Turned Down Nintendo And Sega?]</ref> Coleco justified its existence in that the prototype used a ColecoVision cartridge as opposed to a cassette or floppy disk. Coleco agreed to not bundle this port as a pack-in game for the Adam so its release was pushed back to 1984, which by then the disastrous faults of the Adam had become well known. The released version, part of Coleco's Super Game series, uses a proprietary cassette. Nintendo awarded Atari the rights to publish ''[[Mario Bros. (game)|Mario Bros.]]'' for both home consoles and computers outside of Japan one week after the CES.<ref>[https://archive.org/details/game-machine-magazine-19830815p/page/n14/mode/1up Game Machine #218 August 15, 1983 issue, page 28]</ref> These events, along with the {{wp|video game crash of 1983}}, caused Nintendo to push back the development and release of the [[Nintendo Entertainment System]] in North America for two years.


===By Atari===
===By Atari===
====Atari, Inc.====
====Atari, Inc.====
[[Atari, Inc.]] won the rights for home computer ports for both ''Donkey Kong'' and its [[Donkey Kong Jr. (game)|sequel]] in November 1982.<ref name=Universal/><ref>{{cite|url=mcurrent.name/atarihistory/wci_games.html#1983|title=Atari History Timelines|accessdate=March 19, 2021}}</ref>
{{wp|Atari, Inc.}} won the rights for home computer ports for both ''Donkey Kong'' and its [[Donkey Kong Jr. (game)|sequel]] in November 1982.<ref name=Universal></ref><ref>[https://mcurrent.name/atarihistory/wci_games.html#1983 Atari History Timelines] Retrieved March 19, 2021.</ref> Atari, Inc. created the {{wp|Atarisoft}} brand for titles published on competing computer systems. All were published in 1983 or 1984.
*{{wp|Atari 8-bit family|Atari 8-bit computers}}
*{{wp|Atari 8-bit family|Atari 8-bit computers}}
**Instead of Fireballs, Fires appear in all stages. They do not change colors when Mario holds a hammer.
**Instead of Fireballs, Fires appear in all stages. They do not change colors when Mario holds a hammer.
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**A birthday cake replaces one of Pauline's items in 50 m and 75 m
**A birthday cake replaces one of Pauline's items in 50 m and 75 m
**100 m is the only stage that has a cutscene
**100 m is the only stage that has a cutscene
**Released as a cartridge
**This port was released as a cartridge and came out months ahead of the Atarisoft ones below which were released for the Christmas shopping season but some failed to reach the market in time.
 
=====Atarisoft=====
Atari, Inc. created the {{wp|Atarisoft}} brand for titles published on competing computer systems. These ports came out months after the Atari 8-bit port and were intended to be released for the Christmas shopping season but some failed to reach the market in time. All were published in 1983 or 1984.
*{{wp|Texas Instruments TI-99/4A}}
*{{wp|Texas Instruments TI-99/4A}}
**There are no cutscenes. Donkey Kong and Pauline are not animated
**There are no cutscenes. Donkey Kong and Pauline are not animated
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**Fires are absent, Fireballs take their place in 100 m. They do not change colors when Mario holds a hammer.
**Fires are absent, Fireballs take their place in 100 m. They do not change colors when Mario holds a hammer.
**Released as a cartridge
**Released as a cartridge
*[[MS-DOS]] (marketed for the {{wp|IBM-PC}})
*{{wp|MS-DOS}} (marketed for the {{wp|IBM-PC}})
**25 m is missing a girder so Donkey Kong appears on the right
**25 m is missing a girder so Donkey Kong appears on the right
**A birthday cake replaces the purse in 75 m
**A birthday cake replaces the purse in 75 m
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**Released as a floppy disk
**Released as a floppy disk
*{{wp|Apple II}}
*{{wp|Apple II}}
**All the same gameplay issues as the MS-DOS port but graphics are slightly better
**All the same gameplay issues as the MS-DOS port as both were by the same development team but graphics are slightly better
**Released as a floppy disk
**Released as a floppy disk
*{{wp|Commodore VIC-20}}
*{{wp|Commodore VIC-20}}
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====Atari Corporation====
====Atari Corporation====
Atari, Inc. was partitioned in July 1984 with the home computer and console division becoming {{wp|Atari Corporation}}. During the June 1988 Consumer Electronics Show, Atari Corporation announced that it would release ''Donkey Kong'', ''Donkey Kong Jr.'', and ''Mario Bros.'' for the Atari 7800.<ref>{{cite|url=mcurrent.name/atarihistory/tramel_technology.html#1988|title=History of Tramel Technology/Atari|accessdate=March 20, 2021}}</ref>
Atari, Inc. was partitioned in July 1984 with the home computer and console division becoming {{wp|Atari Corporation}}. During the June 1988 Consumer Electronics Show, Atari Corporation announced that it would release ''Donkey Kong'', ''Donkey Kong Jr.'', and ''Mario Bros.'' for the Atari 7800.<ref>[https://mcurrent.name/atarihistory/tramel_technology.html#1988 History of Tramel Technology/Atari] Retrieved March 20, 2021.</ref>
*{{wp|Atari 7800}}
*{{wp|Atari 7800}}
**50 m has been cut out. The only cutscene to remain happens after 100 m is beaten.
**50 m has been cut out. The only cutscene to remain happens after 100 m is beaten.
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===By Ocean Software===
===By Ocean Software===
{{wp|Ocean Software}} previously released a bootleg version for the {{wp|ZX Spectrum}} in 1983 called ''Kong''. All of the following ports were published as cassettes in 1986 for the European home computer market. They use the Japanese level progression.
{{wp|Ocean Software}} previously released a bootleg version for the {{wp|ZX Spectrum}} in 1983 called ''Kong''. All of the following were published as cassettes in 1986 for the European home computer market. They use the Japanese level progression.
*{{wp|Amstrad CPC}}
*{{wp|Amstrad CPC}}
**In 75 m, Donkey Kong is not animated.
**Very faithful port but sound is slightly off
*{{wp|Commodore 64}} (the second official port)
**Enemies do not turn blue when Mario holds a hammer
**In 50 m, Donkey Kong is not moved by the conveyors
**In 75 m, Donkey Kong is not animated
*{{wp|Commodore 64}} (This is the second official port and it is for the European market.)
**Very faithful port but sound is off
**Enemies do not turn blue when Mario holds a hammer
**In 50 m, Donkey Kong is not moved by the conveyors
*{{wp|MSX}}
*{{wp|MSX}}
**In 50 m, the umbrella is missing.
**Pauline is reduced to an inanimate stick figure. She does not appear in 100 m until the final cutscene in which she has a larger, more detailed sprite.
**The girders of 25 m have very little sloping
**In 50 m, Donkey Kong is not moved by the conveyors. There is no umbrella.
*{{wp|ZX Spectrum}}
*{{wp|ZX Spectrum}}
 
**Pauline is reduced to an inanimate stick figure. She does not appear in 100 m until the final cutscene in which she has a larger, more detailed sprite.
The Amstrad CPC and Commodore 64 ports are the most faithful to the original game, although some sounds are slightly different. In the MSX and ZX Spectrum ports, the girders of 25 m have very little sloping while Pauline is reduced to an inanimate stick figure and does not appear in 100 m until the final cutscene in which she has a larger, more detailed sprite. In the Amstrad CPC, Commodore 64, and ZX Spectrum ports, enemies do not turn blue when Mario holds a hammer and Donkey Kong is not moved by the conveyors in 50 m.
**Enemies do not turn blue when Mario holds a hammer
**The girders of 25 m have very little sloping
**In 50 m, Donkey Kong is not moved by the conveyors


===By Nintendo===
===By Nintendo===
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**The color palette is darker, most notably Donkey Kong, who was orange-brown in the arcade version, is dark brown.
**The color palette is darker, most notably Donkey Kong, who was orange-brown in the arcade version, is dark brown.
**A [[Opening (Donkey Kong)|new song]] was added for the title screen.
**A [[Opening (Donkey Kong)|new song]] was added for the title screen.
**The kill screen is on level 133 (screen 397).<ref>{{cite|url=https://youtu.be/E1k_h1_gnFY?t=14868|title=<nowiki>Donkey Kong - Kill Screen [Nes][CompleteTheGame]</nowiki>|accessdate=August 18, 2024}}</ref>
**The kill screen is on level 133 (screen 397).
*[[Family Computer Disk System]]
*[[Family Computer Disk System]]
**Port of the NES version but with one minor difference, when Mario scores, the points are orange instead of white.<ref>{{cite|url=pony.velvet.jp/fcdisk/fmcmdskw17.html|languaga=ja|title=カセットとディスクカード両方で発売|publisher=pony.velvet.jp|accessdate=June 1, 2024}}</ref>
**Port of the NES version but with one minor difference, when Mario scores, the points are orange instead of white.<ref>https://pony.velvet.jp/fcdisk/fmcmdskw17.html</ref>
*[[Game Boy Advance]]
*[[Game Boy Advance]]
**The first port was for the [[e-Reader]] as part of Series Two under the name ''Donkey Kong-e''. There is no 2 player mode.
**The first port was for the [[e-Reader]] as part of Series Two under the name ''Donkey Kong-e''. There is no 2 player mode.
Line 271: Line 270:
*[[Nintendo Entertainment System#NES Classic Edition|NES Classic Edition]] and [[Family Computer#Nintendo Classic Mini: Family Computer|Nintendo Classic Mini: Family Computer]]
*[[Nintendo Entertainment System#NES Classic Edition|NES Classic Edition]] and [[Family Computer#Nintendo Classic Mini: Family Computer|Nintendo Classic Mini: Family Computer]]
*[[Nintendo Switch]]
*[[Nintendo Switch]]
**The NES version, with added online play, was one of the 20 NES titles made available at the [[Nintendo Switch#Nintendo Switch Online|Nintendo Switch Online]] subscription service's launch in September 2018.<ref>{{cite|url=www.nintendo.com/us/store/products/nintendo-entertainment-system-nintendo-switch-online-switch/|title=Nintendo Entertainment System – Nintendo Switch Online|publisher=Nintendo of America|language=en-us|accessdate=June 1, 2024}}</ref>
**The NES version, with added online play, was one of the 20 NES titles made available at the [[Nintendo Switch#Nintendo Switch Online|Nintendo Switch Online]] subscription service's launch in September 2018.<ref>[https://www.nintendo.com/switch/online-service/nes/ Nintendo Entertainment System – Nintendo Switch Online]. ''Nintendo''. Retrieved May 8, 2018.</ref>


====''Donkey Kong Original Edition''====
====''Donkey Kong Original Edition''====
[[File:DKOE 50m.png|thumb|The restored level in ''Donkey Kong Original Edition'']]
[[File:DKOE 50m.png|thumb|The restored level in ''Donkey Kong Original Edition'']]
*[[Virtual Console]]
*[[Virtual Console]]
**The second port, entitled ''Donkey Kong Original Edition'' (Japanese: ドンキーコング オリジナル・エディション), attempted to adhere to the arcade version and was pre-installed for the European release of the Mario 25th Anniversary limited edition red [[Wii]] in 2010. This version restored some missing animations and the level 50 m, which was cut from the NES version, although Donkey Kong mistakenly stands still in this level, and the graphics more closely resemble the arcade version, though still not quite identical to the latter.  This port was made available on the [[Nintendo 3DS#Nintendo eShop|Nintendo eShop]] in Japan when a [[Club Nintendo (rewards program)|Club Nintendo]] member purchased the download version of one of two games, one of which was ''[[New Super Mario Bros. 2]]'',<ref>http://nadgame.blogspot.com/2012/07/new2dl.html#!/2012/07/new2dl.html</ref>{{dead link}} from July 28, 2012, to September 2, 2012.<ref>{{cite|url=themushroomkingdom.net/games/dkoe-3ds|title=TMK {{!}} The Games {{!}} Nintendo 3DS {{!}} Donkey Kong Original Edition|publisher=The Mushroom Kingdom|language=en|accessdate=June 1, 2024}}</ref> A similar promotion took place in the US between October 1, 2012, and January 6, 2013, exclusively to members of Club Nintendo who have, within the aforementioned time frame, linked their systems to their Club Nintendo accounts and have purchased the downloadable version of one of five select 3DS titles (one of which was ''[[Paper Mario: Sticker Star]]''). There are currently no plans for a wide release of this version in the U.S., although it was released in Europe for the 3DS eShop on September 18, 2014.
**The second port, entitled ''Donkey Kong Original Edition'' (Japanese: ドンキーコング オリジナル・エディション), attempted to adhere to the arcade version and was pre-installed for the European release of the Mario 25th Anniversary limited edition red [[Wii]] in 2010. This version restored some missing animations and the level 50 m, which was cut from the NES version, although Donkey Kong mistakenly stands still in this level, and the graphics more closely resemble the arcade version, though still not quite identical to the latter.  This port was made available on the [[Nintendo 3DS#Nintendo eShop|Nintendo eShop]] in Japan when a [[Club Nintendo (rewards program)|Club Nintendo]] member purchased the download version of one of two games, one of which was ''[[New Super Mario Bros. 2]]''<ref>http://nadgame.blogspot.com/2012/07/new2dl.html#!/2012/07/new2dl.html</ref>, from July 28, 2012, to September 2, 2012.<ref>http://themushroomkingdom.net/games/dkoe-3ds</ref> A similar promotion took place in the US between October 1, 2012, and January 6, 2013, exclusively to members of Club Nintendo who have, within the aforementioned time frame, linked their systems to their Club Nintendo accounts and have purchased the downloadable version of one of five select 3DS titles (one of which was ''[[Paper Mario: Sticker Star]]''). There are currently no plans for a wide release of this version in the U.S., although it was released in Europe for the 3DS eShop on September 18, 2014.


===As a minigame===
===As a minigame===
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*In ''[[Game & Watch Gallery 2]]'' and ''[[Game & Watch Gallery 4]]'', the Game & Watch version was one of the minigames. It could be played in both modern and classic modes.
*In ''[[Game & Watch Gallery 2]]'' and ''[[Game & Watch Gallery 4]]'', the Game & Watch version was one of the minigames. It could be played in both modern and classic modes.
*''[[Donkey Kong 64]]'' (Japanese arcade version included as a minigame)
*''[[Donkey Kong 64]]'' (Japanese arcade version included as a minigame)
*''[[nookipedia:Animal Crossing|Animal Crossing]]'' ([[nookipedia:Item:Donkey Kong (Animal Crossing)|NES version]] included as minigame)
*''[[nookipedia:Animal Crossing (GCN)|Animal Crossing]]'' ([[nookipedia:Item:Donkey Kong (Animal Crossing)|NES version]] included as minigame)


==Sequels==
==Sequels==
Line 292: Line 291:
==Secrets==
==Secrets==
===Atari 8-bit computers===
===Atari 8-bit computers===
*First, the player has to achieve a score in the 37,000s, 73,000s, or 77,000s, then lose all of their remaining lives, with the last life lost by falling off a platform. After returning to the title screen, the player should set the game difficulty to level 4, then wait for the title screen to appear again after the demo. The initials "LMD", which stands for "Landon M. Dyer", the creator of the game, will appear at the bottom of the title screen.<ref>{{cite|author=GameTrailers|date=October 28, 2013|url=youtu.be/Dp4HsXCb4vA|language=en|title=Pop Facts - Donkey Kong: LMD Initials|publisher=YouTube|accessdate=January 1, 2023}}</ref>
*First, the player has to achieve a score in the 37,000s, 73,000s, or 77,000s, then lose all of their remaining lives, with the last life lost by falling off a platform. After returning to the title screen, the player should set the game difficulty to level 4, then wait for the title screen to appear again after the demo. The initials "LMD", which stands for "Landon M. Dyer", the creator of the game, will appear at the bottom of the title screen.<ref>GameTrailers (October 28, 2013). [https://youtu.be/Dp4HsXCb4vA Pop Facts - Donkey Kong: LMD Initials]. ''YouTube''. Retrieved January 1, 2023.</ref>


===Apple II===
===Apple II===
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==Staff==
==Staff==
{{main|List of Donkey Kong staff}}
{{main|List of Donkey Kong staff}}
The arcade version was produced by [[Gunpei Yokoi]], while [[Hiroshi Yamauchi]] received executive producer credit as courtesy of being Nintendo's president. [[Shigeru Miyamoto]] directed the game while an uncredited [[Ikegami Tsushinki]] did programming duties, later leading to a lawsuit over which company owned the arcade code's rights. An older version of [[Intelligent Systems]]' own [https://web.archive.org/web/20080825131340/http://www.intsys.co.jp/english/software/index.html website] claims credit for developing the NES port for Nintendo, but the current version changes it to ''[[Donkey Kong 3]]''.<ref>{{cite|url=www.intsys.co.jp/works/games|title=ゲーム {{!}} INTELLIGENT SYSTEMS CO., LTD.|publisher=Intelligent Systems website|language=ja|accessdate=November 1, 2021}}</ref> The Iwata Asks interview released for ''[[New Super Mario Bros. Wii]]'' states the port was developed by [[Nintendo Research & Development 2]].<ref name="Iwata2"/> Landon M. Dyer programmed the Atari 8-bit port which served as the basis for several Atarisoft ports.
The arcade version was produced by [[Gunpei Yokoi]], while [[Hiroshi Yamauchi]] received executive producer credit as courtesy of being Nintendo's president. [[Shigeru Miyamoto]] directed the game while an uncredited [[Ikegami Tsushinki]] did programming duties, later leading to a lawsuit over which company owned the arcade code's rights. An older version of [[Intelligent Systems]]' own [https://web.archive.org/web/20080825131340/http://www.intsys.co.jp/english/software/index.html website] claims credit for developing the NES port for Nintendo, but the current version changes it to ''[[Donkey Kong 3]]''.<ref>[https://www.intsys.co.jp/works/games/ Intelligent Systems website], retrieved November 1, 2021.</ref> The Iwata Ask interview released for ''[[New Super Mario Bros. Wii]]'' states the port was developed by [[Nintendo Research & Development 2]]<ref name="Iwata2"/>. Landon M. Dyer programmed the Atari 8-bit port which served as the basis for several Atarisoft ports.


Although Ikegami Tsushinki is uncredited, a 1996 article published in Bit Magazine and written by one of the programmers involved, Hirohisa Komanome, reveals the name of the programmers who worked on the game.<ref>{{cite|author=Komanome, Hirohisa|deadlink=y|archive=web.archive.org/web/20080714042336/http://www7b.biglobe.ne.jp/~ninten-zatsugaku/donkeykong.html|title=ドンキーコング・池上通信機器事件|date=December 26, 2002|accessdate=June 1, 2024}}</ref>
Although Ikegami Tsushinki is uncredited, a 1996 article published in Bit Magazine and written by one of the programmers involved, Hirohisa Komanome, reveals the name of the programmers who worked on the game<ref>Hirohisa Komanome, [http://www7b.biglobe.ne.jp/~ninten-zatsugaku/donkeykong.html ドンキーコング・池上通信機器事件], web transcript published on December 26, 2002. Retrieved April 21, 2016.</ref>.


==Nintendo eShop description==
==Nintendo eShop description==
Line 360: Line 359:


==Reception and legacy==
==Reception and legacy==
''Donkey Kong'' was an immediate hit when released. In the US, the game was introduced through a test run at two Seattle bars at the end of July 1981. Nintendo of America sold its first machine on September 10.<ref>{{cite|date=September-October 1988|title=''[[Nintendo Power]]'' Issue 2|page=1|publisher=Nintendo of America|language=en-us}}</ref> Around 132,000 arcade machines were sold in Japan and North America, making it one of the most successful arcade games during the {{wp|golden age of arcade video games}}.<ref>{{cite|author=Cuthbertson, Anthony|url=www.newsweek.com/donkey-kong-inducted-world-video-game-hall-fame-595026|title=Donkey Kong Inducted into World Video Game Hall of Fame|publisher=Newsweek|date=May 5, 2017|accessdate=July 9, 2021}}</ref> In addition, Nintendo reaped millions of dollars from royalties through third-party ports. It was by far the most profitable game Nintendo had produced up till then and would not be surpassed until ''[[Super Mario Bros.]]'' One year from September 30, 1981, the sales of Nintendo of America went from $4.7 million to $111 million. Net revenues jumped from $64,000 to $22 million.<ref name=Universal/>
''Donkey Kong'' was an immediate hit when released. In the US, the game was introduced through a test run at two Seattle bars at the end of July 1981. Nintendo of America sold its first machine on September 10.<ref>''[[Nintendo Power]]'' Issue 2, page 1.</ref> Around 132,000 arcade machines were sold in Japan and North America, making it one of the most successful arcade games during the {{wp|golden age of arcade video games}}.<ref>Cuthbertson, Anthony. [https://www.newsweek.com/donkey-kong-inducted-world-video-game-hall-fame-595026 Donkey Kong Inducted into World Video Game Hall of Fame]. ''Newsweek''. May 5, 2017. Retrieved July 9, 2021.</ref> In addition, Nintendo reaped millions of dollars from royalties through third-party ports. It was by far the most profitable game Nintendo had produced up till then and would not be surpassed until ''[[Super Mario Bros.]]'' One year from September 30, 1981, the sales of Nintendo of America went from $4.7 million to $111 million. Net revenues jumped from $64,000 to $22 million.<ref name=Universal></ref>


Starting from 1982, Nintendo of America began licensing deals for ''Donkey Kong'' related merchandise and media. This led to the creation of ''Donkey Kong'' branded toys, food, a {{file link|DK board game.jpg|board game}}, a [[Donkey Kong Card Game|card game]], collectible stickers/cards, [[Donkey Kong (coloring/activity books)|activity books]], and other goods. This culminated in the ''Donkey Kong'' and ''Donkey Kong Junior'' segments of ''[[Saturday Supercade]]'' which ran from 1983 to 1984. Most of the licensed products used the character designs from the {{file link|DK Arcade Flyer Front.jpg|North American flyer}} illustrated by Zavier Leslie Cabarga.
Starting from 1982, Nintendo of America began licensing deals for ''Donkey Kong'' related merchandise and media. This led to the creation of ''Donkey Kong'' branded toys, food, a {{media link|DK board game.jpg|board game}}, a [[Donkey Kong Card Game|card game]], collectible stickers/cards, [[Donkey Kong (coloring/activity books)|activity books]], and other goods. This culminated in the ''Donkey Kong'' and ''Donkey Kong Junior'' segments of ''[[Saturday Supercade]]'' which ran from 1983 to 1984. Most of the licensed products used the character designs from the {{media link|DK Arcade Flyer Front.jpg|North American flyer}} illustrated by Zavier Leslie Cabarga.


As a part of {{wp|The Strong National Museum of Play}}'s 2023 expansion, a playable 20-foot recreation of the arcade cabinet was built.<ref>{{cite|author=Parfitt, Dave|date=July 2, 2023|url=attractionsmagazine.com/achievement-unlocked-as-the-strong-national-museum-of-play-levels-up-with-buff-gamer-expansion|title=Achievement unlocked as The Strong National Museum of Play levels up with buff gamer expansion|publisher=Attractions Magazine|accessdate=July 14, 2023|archive=web.archive.org/web/20230714143751/https://attractionsmagazine.com/achievement-unlocked-as-the-strong-national-museum-of-play-levels-up-with-buff-gamer-expansion}}</ref>
As a part of {{wp|The Strong National Museum of Play}}'s 2023 expansion, a playable 20-foot recreation of the arcade cabinet was built.<ref>Parfitt, Dave (July 2, 2023). [https://attractionsmagazine.com/achievement-unlocked-as-the-strong-national-museum-of-play-levels-up-with-buff-gamer-expansion/ Achievement unlocked as The Strong National Museum of Play levels up with buff gamer expansion]. ''Attractions Magazine''. Retrieved July 14, 2023. ([https://web.archive.org/web/20230714143751/https://attractionsmagazine.com/achievement-unlocked-as-the-strong-national-museum-of-play-levels-up-with-buff-gamer-expansion/ Archived] July 14, 2023, 14:37:51 UTC via Wayback Machine.)</ref>


==References in later media==
==References in later media==
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*''[[Mario Hoops 3-on-3]]'': Mario's baller name in this game is "The Jumpman".
*''[[Mario Hoops 3-on-3]]'': Mario's baller name in this game is "The Jumpman".
*''[[Donkey Kong Barrel Blast]]'': The theme of Cranky's flight school and part of [[Cosmic Highway]] feature this game's opening theme.
*''[[Donkey Kong Barrel Blast]]'': The theme of Cranky's flight school and part of [[Cosmic Highway]] feature this game's opening theme.
*''[[Super Smash Bros. Brawl]]'': [[75 m (stage)|75 m]] appears as an unlockable stage in this game. The title theme appears as a cover version in this game, and the 25 m theme also appears in its original format. A demo of this game is also available as a Masterpiece. Mario's down taunt, in which he spins around in midair and falls on his back, is a reference to his dying animation in this game. Also, one of Wario's costumes is based on Mario's outfit from his first appearance, one of Donkey Kong's alternate costumes is based on his sprite from his first appearance and one of Peach's alternate costumes is based on Pauline's original appearance. Pauline and Donkey Kong also appear as a sticker, using their original artwork.
*''[[Super Smash Bros. Brawl]]'': [[75 m (stage)|75 m]] appears as an unlockable stage in this game. The title theme appears as a cover version in this game, and the 25 m theme also appears in its original format. A demo of this game is also available as a [[Masterpiece]]. Mario's down taunt, in which he spins around in midair and falls on his back, is a reference to his dying animation in this game. Also, one of Wario's costumes is based on Mario's outfit from his first appearance, one of Donkey Kong's alternate costumes is based on his sprite from his first appearance and one of Peach's alternate costumes is based on Pauline's original appearance. Pauline and Donkey Kong also appear as a sticker, using their original artwork.
*''[[WarioWare: D.I.Y. Showcase]]'': There is a [[Donkey Kong (WarioWare: D.I.Y. Showcase)|microgame]] based upon this game in which the player must destroy a barrel rolling toward Mario by tapping it. The microgame's description also refers to Mario as Jumpman, which was changed when the microgame returned in ''[[WarioWare Gold]]''.
*''[[WarioWare: D.I.Y. Showcase]]'': There is a [[Donkey Kong (WarioWare: D.I.Y. Showcase)|microgame]] based upon this game in which the player must destroy a barrel rolling toward Mario by tapping it. The microgame's description also refers to Mario as Jumpman, which was changed when the microgame returned in ''[[WarioWare Gold]]''.
*''[[New Super Mario Bros. Wii]]'': [[Broozer]]s can knock around barrels, similar to Donkey Kong in this game.
*''[[New Super Mario Bros. Wii]]'': [[Broozer]]s can knock around barrels, similar to Donkey Kong in this game.
*''[[Donkey Kong Country Returns]]'': The 25 m stage can be seen in the background of [[Foggy Fumes]]. A statue of the Donkey Kong sprite from this game holding up a [[Wii#Wii Remote|Wii Remote]] can be seen in [[Wonky Waterway]]. Some of the secret temple stages feature paintings on pillars and platforms resembling the stages from this game.
*''[[Donkey Kong Country Returns]]'': The 25 m stage can be seen in the background of [[Foggy Fumes]]. A statue of the Donkey Kong sprite from this game holding up a [[Wii#Wii Remote|Wii Remote]] can be seen in [[Wonky Waterway]]. Some of the secret temple stages feature paintings on pillars and platforms resembling the stages from this game.
*''[[Super Mario 3D Land]]'': Part of the final battle with Bowser features Bowser moving from side to side and tossing barrels at Mario in a similar manner to Donkey Kong in this game.
*''[[Super Mario 3D Land]]'': Part of the final battle with Bowser features Bowser moving from side to side and tossing barrels at Mario in a similar manner to Donkey Kong in this game.
*''[[NES Remix]]'' / ''[[Ultimate NES Remix]]'': Several challenges are based on the NES version of ''Donkey Kong''.
*''[[NES Remix]]'' / ''[[Ultimate NES Remix]]'': Several challenges are based on this game.
*''[[Donkey Kong Country: Tropical Freeze]]'': Donkey Kong's sprite can be seen holding a [[Wii U#Wii U GamePad|Wii U GamePad]] at the end of [[Aqueduct Assault]].
*''[[Donkey Kong Country: Tropical Freeze]]'': Donkey Kong's sprite can be seen holding a [[Wii U#Wii U GamePad|Wii U GamePad]] at the end of [[Aqueduct Assault]].
*''[[Captain Toad: Treasure Tracker]]'': The music played and animation when the player picks up a [[Super Pickaxe]] are identical to when Mario grabs a Hammer in this game. Also, the level [[Retro Ramp-Up]] is based on this game, but replacing Donkey Kong with a [[Spike]] throwing spiked balls.  
*''[[Captain Toad: Treasure Tracker]]'': The music played and animation when the player picks up a [[Super Pickaxe]] are identical to when Mario grabs a Hammer in this game. Also, the level [[Retro Ramp-Up]] is based on this game, but replacing Donkey Kong with a [[Spike]] throwing spiked balls.  
*''[[Super Smash Bros. for Wii U]]'': 75 m returns as a stage. This game is also once again featured as a Masterpiece. Pauline appears in the form of a trophy. In addition, the ending of [[Pac-Man]]'s debut trailer, "Red, Blue, and Yellow", subtly referenced the game by showing Mario and Donkey Kong slightly off-screen with arrows pointing to them with the year "1981" on top while Pac-Man and Mr. Game & Watch were quarreling.
*''[[Super Smash Bros. for Wii U]]'': 75 m returns as a stage. This game is also once again featured as a Masterpiece. Pauline appears in the form of a trophy. In addition, the ending of [[Pac-Man]]'s debut trailer, "Red, Blue, and Yellow", subtly referenced the game by showing Mario and Donkey Kong slightly off-screen with arrows pointing to them with the year "1981" on top while Pac-Man and Mr. Game & Watch were quarreling.
*''[[amiibo tap: Nintendo's Greatest Bits]]'': The NES version is included as a "highlight"; the player can play on 25 m, 75 m, and 100 m in three separate "scenes", each of which is 180 seconds long
*''[[amiibo tap: Nintendo's Greatest Bits]]'': NES version included as a "highlight"; the player can play on 25 m, 75 m, and 100 m in three separate "scenes", each of which is 180 seconds long
*''[[Super Mario Odyssey]]'': Pauline brings up the events of this game in a few lines of dialog, and stand-ins for her items appear as part of a quest to find her a gift. Mario's original outfit appears as the Classic Suit for Mario. Red girders appear in the [[Metro Kingdom]] (which is a reference to the ''Donkey Kong'' series) and are in a few parts of the city. Many of the billboards use art from the arcade cabinet, and Pauline and Donkey Kong's original designs appear as graffiti art on a building as well. The license plates for the taxi cabs also read "1981-ND", a reference to the year ''Donkey Kong'' was released. In an 8-bit segment using sprites from ''Donkey Kong'' in the Metro Kingdom, Mario must climb girders while avoiding barrels. Oil Drums also appear, along with coins spelling out "DK". The music for 25 m can be heard in "[[Jump Up, Super Star!]]", as well as during the ending cutscene variation of "[[Break Free (Lead the Way)]]". Also, the sound effect that plays when Mario jumps over a barrel can be heard in the aforementioned riff.
*''[[Super Mario Odyssey]]'': Pauline brings up the events of this game in a few lines of dialog, and stand-ins for her items appear as part of a quest to find her a gift. Mario's original outfit appears as the Classic Suit for Mario. Red girders appear in the [[Metro Kingdom]] (which is a reference to the ''Donkey Kong'' series) and are in a few parts of the city. Many of the billboards use art from the arcade cabinet, and Pauline and Donkey Kong's original designs appear as graffiti art on a building as well. The license plates for the taxi cabs also read "1981-ND", a reference to the year ''Donkey Kong'' was released. In an 8-bit segment using sprites from ''Donkey Kong'' in the Metro Kingdom, Mario must climb girders while avoiding barrels. Oil Drums also appear, along with coins spelling out "DK". The music for 25 m can be heard in "[[Jump Up, Super Star!]]", as well as during the ending cutscene variation of "[[Break Free (Lead the Way)]]". Also, the sound effect that plays when Mario jumps over a barrel can be heard in the aforementioned riff.
*''[[Mario + Rabbids Kingdom Battle]]'': The [[Phantom (boss)|Phantom]] mentions ''Donkey Kong'' in [[The Phantom of the Bwahpera|his song]]. The Barrel Bonker references how Donkey Kong tries to hit Mario with barrels in this game. In an area of the Donkey Kong Adventure DLC, a stone structure resembling the 25 m stage can be seen, where a [[Rabbid]] is found jumping over barrels that another Rabbid is throwing while imitating Donkey Kong's movements and the 25 m theme plays in the background. [[Beep-0]] remarks that the Rabbid would be lucky to get to 125 meters unless he finds a [[Hammer]].
*''[[Mario + Rabbids Kingdom Battle]]'': The [[Phantom (boss)|Phantom]] mentions ''Donkey Kong'' in [[Phantom of the Bwahpera|his song]]. The Barrel Bonker references how Donkey Kong tries to hit Mario with barrels in this game. In an area of the Donkey Kong Adventure DLC, a stone structure resembling the 25 m stage can be seen, where a [[Rabbid]] is found jumping over barrels that another Rabbid is throwing while imitating Donkey Kong's movements and the 25 m theme plays in the background. [[Beep-0]] remarks that the Rabbid would be lucky to get to 125 meters unless he finds a [[Hammer]].
*''[[Super Smash Bros. Ultimate]]'': 75 m returns as a stage yet again. Donkey Kong and Pauline (under her original name Lady) appear as a Legend-class [[Spirit (Super Smash Bros. Ultimate)|spirit]], using their original artwork.
*''[[Super Smash Bros. Ultimate]]'': 75 m returns as a stage yet again. Donkey Kong and Pauline (under her original name Lady) appear as a Legend-class [[Spirit (Super Smash Bros. Ultimate)|spirit]], using their original artwork.
*''[[Mario Kart Tour]]'': Portions of this game can be seen on Times Square's screens in all variations of the [[Tour New York Minute|New York Minute]] track. Mario (Classic) uses Mario's original outfit colors.
*''[[Mario Kart Tour]]'': Portions of this game can be seen on Times Square's screens in all variations of the [[Tour New York Minute|New York Minute]] track. Mario (Classic) uses Mario's original outfit colors.
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*''[[The Super Mario Bros. Movie]]'': ''Donkey Kong'' is referenced as an arcade game called ''Jump Man''. A character named [[Giuseppe]] also resembles Mario's look from ''Donkey Kong'' and can be seen playing it in the movie. The boot up song when starting a new game is briefly heard when Mario defeats Donkey Kong in the [[Great Ring of Kong]].
*''[[The Super Mario Bros. Movie]]'': ''Donkey Kong'' is referenced as an arcade game called ''Jump Man''. A character named [[Giuseppe]] also resembles Mario's look from ''Donkey Kong'' and can be seen playing it in the movie. The boot up song when starting a new game is briefly heard when Mario defeats Donkey Kong in the [[Great Ring of Kong]].
*''[[Mario Kart 8 Deluxe]]'': Pauline's horn use an arrangement of the stage clear jingle.
*''[[Mario Kart 8 Deluxe]]'': Pauline's horn use an arrangement of the stage clear jingle.
*''[[Nintendo World Championships: NES Edition]]'': Several challenges are based on the NES version of ''Donkey Kong''.


==Names in other languages==
==Names in other languages==
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==External links==
==External links==
{{NIWA|NWiki=1|Nookipedia=Item:Donkey Kong (Animal Crossing)|SmashWiki=1|StrategyWiki=Donkey Kong}}
{{NIWA|Nookipedia=Item:Donkey Kong (Animal Crossing)|SmashWiki=1|StrategyWiki=Donkey Kong}}
{{TCRF|Donkey Kong (Arcade)}}
*[https://www.nintendo.com/jp/famicom/software/hvc-dk/index.html Official Japanese site]
*[https://www.nintendo.com/jp/famicom/software/hvc-dk/index.html Official Japanese site]
*[https://www.nintendo.co.uk/Games/Game-Boy-Advance/Donkey-Kong-266540.html Official Nintendo UK Game Boy Advance site]
*[https://www.nintendo.co.uk/Games/Game-Boy-Advance/Donkey-Kong-266540.html Official Nintendo UK Game Boy Advance site]
*[http://donkeykong.gamebub.com/ Donkey Kong Megasite]
*[http://www.klov.com/game_detail.php?letter=D&game_id=7610 The Killer List of Video Games entry on ''Donkey Kong'']
*[http://www.arcade-history.com/history_database.php?page=detail&id=666 Arcade History Database entry for Donkey Kong]
*[http://www.mobygames.com/game_group/sheet/gameGroupId,502/ MobyGame's entry on the ''Donkey Kong'' consumer games]
*[https://tcrf.net/Donkey_Kong_(Arcade) Unused content at The Cutting Room Floor's entry for ''Donkey Kong'']
*[https://web.archive.org/web/20170314120506/http://www.dmoz.org/Games/Video_Games/Platform/Donkey_Kong_Series/ Category at ODP] (Wayback Machine)
*[https://www.nintendo.co.jp/clv/manuals/ja/pdf/CLV-P-HAAEJ.pdf Japanese Famicom manual]
*[https://www.nintendo.co.jp/clv/manuals/ja/pdf/CLV-P-HAAEJ.pdf Japanese Famicom manual]
*[https://www.nintendo.co.jp/clv/manuals/en/pdf/CLV-P-NAAEE.pdf North American NES manual]
*[https://www.nintendo.co.jp/clv/manuals/en/pdf/CLV-P-NAAEE.pdf North American NES manual]
{{DK}}
{{DK}}
{{Super Mario games}}
{{Super Mario games}}
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[[Category:1982 games]]
[[Category:1982 games]]
[[Category:1983 games]]
[[Category:1983 games]]
[[Category:1984 games]]
[[Category:2004 games]]
[[Category:1986 games]]
[[Category:1987 games]]
[[Category:1988 games]]
[[Category:Platforming games]]
[[Category:Platforming games]]
[[Category:Family Computer games]]
[[Category:Family Computer Disk System games]]
[[Category:Nintendo Entertainment System games]]
[[Category:Nintendo Entertainment System games]]
[[Category:Classic NES Series]]
[[Category:Donkey Kong 64 minigames]]
[[Category:Donkey Kong 64 minigames]]
[[Category:Amiibo tap: Nintendo's Greatest Bits]]
[[Category:Amiibo tap: Nintendo's Greatest Bits]]

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