Donkey Kong (game): Difference between revisions

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m (At the top of the Cranky Kong page: "This article is about the character often recognized as the elderly form of the original Donkey Kong from the Donkey Kong game. For the character in general, see Donkey Kong.")
(Undo revision 4455936 by HelloimaMariofan1 (talk) The arcade flyer has priority over the instruction stickers)
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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">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'')
|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'')
|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'')
|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'')
|release='''Arcade:'''<br>{{release|Japan|July 9, 1981{{ref needed}}|USA|July 31, 1981{{ref needed}}}}
|release='''Arcade:'''<br>{{flag list|Japan|July 9, 1981|USA|July 31, 1981}}
|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}}}}
|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}}
|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
|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}}
|format={{format|fc=1|nes=1|fds=1|gba=1|ereader=1|wiidl=1|3dsdl=1|wiiudl=1|switchdl=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''''' 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.
'''''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.
==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>[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]].
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]].
===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 border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse;"
{|width=fit class=wikitable
|-
|-
!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]]'''
|align=center|'''[[Mario|Little Mario]]'''
|align=center|[[25m|25 m]]
|align=center|[[25m|25 m]]
|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>
|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>
|-
|-
!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 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]].
|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]].
|}
|}
===Enemies===
===Enemies===
{|width=fit border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse;"
{|width=fit class=wikitable
|-
|-
!Enemy
!Enemy
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|align=center|'''[[Barrel]]'''
|align=center|'''[[Barrel]]'''
|align=center|[[25m|25 m]]
|align=center|[[25m|25 m]]
|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.
|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.
|-
|-
!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 defeat Mario if he touches them.
|Cement contained in blue tubs. They are moved along conveyor belts and kill 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 (100m)|Fire]]'''
|align=center|'''[[Fire (enemy)|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 border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse;"
{|width=fit class=wikitable
|-
|-
!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]] (removed in Game & Watch version)
*[[100m|100 m]]
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 in Level 22===
===Kill screen on 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 (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.
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.
 
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>[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.  
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.  


''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.
''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.


[[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>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/>
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/>
{{br|left}}
{{br|left}}


==Lawsuits==
==Lawsuits==
===Universal Studios lawsuit===
===Universal Studios lawsuit===
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>
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>


===''Crazy Kong''===
===''Crazy Kong''===
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>
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>


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>.
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>


===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><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>.
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"/>.


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>.
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"/>.


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>.
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"/>


==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 Jr./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 Junior/Mario Bros.]]'' in 2004 for the North American market.


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.
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.


==Ports==
==Ports==
===By Coleco===
===By Coleco===
{{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.
[[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.
[[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 157: Line 164:
**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"></ref>
**Shortly after its release, Coleco recalled this port due to it not working on original Atari 2600 models. <ref name = "Arcade Express Aug 30"/>
*{{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><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>
**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>
**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>
**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}}
*{{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>[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.
**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.


===By Atari===
===By Atari===
====Atari, Inc.====
====Atari, Inc.====
{{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.
[[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 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
**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.
**Released as a cartridge
 
=====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
*{{wp|MS-DOS}} (marketed for the {{wp|IBM-PC}})
*[[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 as both were by the same development team but graphics are slightly better
**All the same gameplay issues as the MS-DOS port 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>[https://mcurrent.name/atarihistory/tramel_technology.html#1988 History of Tramel Technology/Atari] Retrieved 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>{{cite|url=mcurrent.name/atarihistory/tramel_technology.html#1988|title=History of Tramel Technology/Atari|accessdate=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 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 ports were published as cassettes in 1986 for the European home computer market. They use the Japanese level progression.
*{{wp|Amstrad CPC}}
*{{wp|Amstrad CPC}}
**Very faithful port but sound is slightly off
**In 75 m, Donkey Kong is not animated.
**Enemies do not turn blue when Mario holds a hammer
*{{wp|Commodore 64}} (the second official port)
**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}}
**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.
**In 50 m, the umbrella is missing.
**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.
 
**Enemies do not turn blue when Mario holds a hammer
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.
**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).
**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>
*[[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>https://pony.velvet.jp/fcdisk/fmcmdskw17.html</ref>
**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>
*[[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 270: Line 271:
*[[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>[https://www.nintendo.com/switch/online-service/nes/ Nintendo Entertainment System – Nintendo Switch Online]. ''Nintendo''. Retrieved May 8, 2018.</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>{{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>


====''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>, 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.
**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.


===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 (GCN)|Animal Crossing]]'' ([[nookipedia:Item:Donkey Kong (Animal Crossing)|NES version]] included as minigame)
*''[[nookipedia:Animal Crossing|Animal Crossing]]'' ([[nookipedia:Item:Donkey Kong (Animal Crossing)|NES version]] included as minigame)


==Sequels==
==Sequels==
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==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>GameTrailers (October 28, 2013). [https://youtu.be/Dp4HsXCb4vA Pop Facts - Donkey Kong: LMD Initials]. ''YouTube''. Retrieved 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>{{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>


===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>[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.
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.


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>.
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>


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


==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>''[[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>
''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/>


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.
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.


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>
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>


==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 this game.
*''[[NES Remix]]'' / ''[[Ultimate NES Remix]]'': Several challenges are based on the NES version of ''Donkey Kong''.
*''[[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]]'': 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
*''[[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
*''[[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 [[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 [[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]].
*''[[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.
Line 404: Line 405:
*''[[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==
Line 424: Line 426:


==External links==
==External links==
{{NIWA|Nookipedia=Item:Donkey Kong (Animal Crossing)|SmashWiki=1|StrategyWiki=Donkey Kong}}
{{NIWA|NWiki=1|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}}
Line 456: Line 452:
[[Category:1982 games]]
[[Category:1982 games]]
[[Category:1983 games]]
[[Category:1983 games]]
[[Category:2004 games]]
[[Category:1984 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]]

Latest revision as of 23:10, December 8, 2024

This article is about the arcade game. For the Game Boy game of the same name, see Donkey Kong (Game Boy). For the Game & Watch game of the same name, see Donkey Kong (Game & Watch).
Donkey Kong
Donkey Kong - cabinet side art
Art of the arcade cabinet
For alternate box art, see the game's gallery.
Developer Nintendo Research & Development 1
Nintendo Research & Development 2 (Famicom/NES port)[1]
Ikegami Tsushinki[2][3]
Coleco (ColecoVision and Coleco Adam ports)
Imaginative Systems Software (Atari 2600 port)[4]
Roklan (Intellivision port)
Atari, Inc. (Atari 8-bit port)
K-Byte (TI-99/4A and 1983 Commodore 64 ports)[5][6]
Softweaver (MS-DOS port)[7]
Human Engineered Software (Apple II port)[8]
Syndein Systems (Commodore VIC-20 port)[9]
Sentient Software Ltd (ZX Spectrum and MSX ports)
Arcana Software Design (Amstrad CPC and 1986 Commodore 64 ports)
ITDC (Atari 7800 port)
HAMSTER (Arcade Archives)
Publisher Nintendo
Coleco (ColecoVision, Atari 2600, Intellivision, and Coleco Adam ports)
Atari, Inc. (Atari 8-bit, Apple II, TI-99/4A, MS-DOS, Commodore VIC-20, and 1983 Commodore 64 ports)
Ocean Software (Amstrad CPC, ZX Spectrum, MSX, and 1986 Commodore 64 ports)
Atari Corporation (Atari 7800 port)
HAMSTER (Arcade Archives)
Release date Arcade:
Japan July 9, 1981[?]
USA July 31, 1981[?]
Atari 2600:
USA July 1982[10]
Europe 1983[?]
Australia 1983[?]
ColecoVision:
USA July 1982[11]
Europe July 1983[?]
Australia 1983[?]
Coleco Tabletop:
USA August 1982[12]
Intellivision:
USA October 1982[13]
Europe 1983[?]
Australia 1983[?]
Atari 8-bit Computers:
USA June 1983[14]
Europe 1983[?]
Famicom/NES:
Japan July 15, 1983[15]
USA June 15, 1986[?]
Europe October 15, 1986[?]
TI-99/4A:
USA November 1983[16]
MS-DOS:
USA November 1983[?]
Apple II:
USA December 1983[?]
Commodore VIC-20:
USA February 1984[17]
Commodore 64:
USA February 1984 (Atarisoft)[17]
Europe 1986 (Ocean Software)[?]
Spain 1987 (Ocean Software)[18]
Coleco Adam:
USA June 1984[?]
MSX:
Europe 1986[?]
Spain 1987[19]
ZX Spectrum:
Europe 1986[?]
Spain 1987[20]
Amstrad CPC:
Europe 1986[?]
Spain 1987[21]
Family Computer Disk System:
Japan April 8, 1988[22]
Atari 7800:
USA November 1988[?]
Europe 1988[?]
e-Reader:
USA November 11, 2002[23]
Game Boy Advance:
Japan February 14, 2004[?]
USA June 7, 2004[?]
Europe July 9, 2004[24]
Virtual Console (Wii):
USA November 19, 2006[25]
Japan December 2, 2006[?]
Australia December 7, 2006[?]
Europe December 8, 2006[?]
Virtual Console (3DS):
Japan October 17, 2012[?]
USA August 15, 2013[?]
Europe November 21, 2013[?]
Australia November 21, 2013[26]
Europe September 18, 2014 (Original Edition)[?]
Australia September 19, 2014 (Original Edition)[?]
South Korea March 2, 2016[?]
Virtual Console (Wii U):
Japan July 15, 2013[?]
USA July 15, 2013[?]
Europe July 15, 2013[?]
Australia July 15, 2013[?]
NES Classic Edition/Famicom Mini:
Japan November 10, 2016[?]
Australia November 10, 2016[?]
USA November 11, 2016[?]
Europe November 11, 2016[?]
Nintendo Switch (Arcade Archives):
USA June 14, 2018[?]
Japan June 15, 2018[?]
Europe June 15, 2018[?]
Australia June 15, 2018[?]
Nintendo Entertainment System - Nintendo Switch Online:
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[?]
Language(s) English (United States)
Genre Platformer
Rating(s)
ESRB:E - Everyone
PEGI:3 - Three years and older
CERO:A - All ages
ACB:G - General
USK:0 - All ages
ClassInd:L - General audience
GRAC:All - All ages
Mode(s) Up to 2 players, alternating turns
Format
Famicom:
Cartridge
NES:
Game Pak
FDS:
Disk Card
Wii:
Digital download
Wii U:
Digital download
Nintendo Switch:
Digital download
Game Boy Advance:
Game Pak
e-Reader card
Nintendo 3DS:
Digital download
Cabinet Upright, cabaret, and cocktail
Monitor Raster, standard resolution 224 x 256 (Vertical) 256 Colors
Input
Arcade:
Joystick
Famicom:
NES:
Wii:
Wii Remote (horizontal)
Wii U:
Wii Remote (horizontal)
Nintendo Switch:
Joy-Con (horizontal)
Game Boy Advance:
Nintendo 3DS:
NES Classic Edition:
Serial code(s) Famicom:
Japan HVC-DK
FDS:
Japan FMC-DKD
GBA:
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)[27] is an arcade game that was Nintendo's first big hit in North America. It marked the beginning of the Super Mario and 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[28]), and 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 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 Space Panic was the first. However, Donkey Kong was the first to include jumping as an ability.

Story[edit]

Donkey Kong has kidnapped the beautiful Lady and taken her to a dangerous construction site somewhere in New York.[29] Mario must climb to the top of the construction site and rescue her from the Kong.

Official story quoted from Nintendo of America[edit]

"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."


Throwing fate to the wind, risking life and limb, or worse, little Mario tries desperately to climb the mighty fortress of steel, to save the lovely lady from the evil Mr. Kong. Little Mario must dodge all manner of obstacles- fireballs, plummeting beams, and a barrage of exploding barrels fired at him by Donkey Kong. Amidst the beautiful girl's constant pleas for help, your challenge is to maneuver little Mario up the steel structure, while helping him to avoid the rapid-fire succession of hazards that come his way.

As little Mario gallantly battles his way up the barriers, he is taunted and teased by Donkey Kong, who brazenly struts back and forth, beating his chest in joyful exuberance at the prospect of having the beautiful girl all to himself. It is your job to get little Mario to the top. For it is there, and only there, that he can send the mighty Donkey Kong to his mortal doom. Leaving Little Mario and the beautiful girl to live happily ever after. "SIGH. SIGH."

So, if you want the most exciting, most fun-filled, most talked about family video game on the market, don't monkey around with anything but the original Donkey Kong.

Gameplay[edit]

A screenshot of 25m from the arcade game Donkey Kong
Screenshot of the first level, 25 m.

Donkey Kong stars Mario, who attempts to reach the top of a construction site where Lady is held captive. He can walk along platforms, jump, and climb ladders as well. In the process, Donkey Kong may attempt to hinder Mario from a higher location by sending obstacles at him. Mario has the ability to jump over these obstacles or obliterate them using a Hammer; in both cases, he obtains several points that are added to a score. However, if Mario ends up falling off the side of a platform and lands on one below him (or none), and the height difference is greater than Mario's, he loses a life. Each time Mario reaches Lady, Donkey Kong will carry her away on a pair of ladders to the next level until the fourth stage, where he is defeated upon completion.

Characters[edit]

Character Name Debut Information
Mario's sprite in the arcade version of Donkey Kong Little Mario 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.[30][31][32][33] The Arcade Archives release revives the Jumpman name in its manual.[34]
Sprite of Pauline from Donkey Kong (Arcade) Lady 25 m The damsel in distress, held by Donkey Kong at the end of every level. The MS-DOS and Apple II ports were the first titles to change her name to Pauline, followed by the Coleco Adam and then the Western NES release. Prior to these, she was named in licensed media and merchandise.
Sprite animation of Donkey Kong pounding his chest in Donkey Kong (Arcade) Donkey Kong 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.

Enemies[edit]

Enemy Name Debut Information
Sprite of a Barrel from Donkey Kong (Arcade)
Sprite of a blue barrel from Donkey Kong
Barrel 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 if they reach the Oil Drum at the beginning of the stage.
Sprite of a Fireball from Donkey Kong (Arcade) Fireball 25 m Sentient flames that follow Mario, even climbing up ladders. They spawn from Oil Drums located amongst each stage and can easily be defeated with a Hammer.
Sprite of a Cement tub from Donkey Kong (Arcade) Cement tub 50 m Cement contained in blue tubs. They are moved along conveyor belts and kill Mario if he touches them.
Sprite of a Jack from Donkey Kong (Arcade) Jack 75 m Spring-like obstacles that appear in 75 m. They bound from where Donkey Kong stands before falling straight down when it reaches an edge.
Sprite of a Fire from Donkey Kong (Arcade) Fire 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.

Items[edit]

Item Name Effect
Hammer in the arcade version of Donkey Kong Hammer Hammers can be used to defeat all enemies in the game. As soon as Mario grabs a hammer, he starts swinging the hammer back and forth repeatedly and strikes anything in his path. While holding the hammer, Mario cannot jump. After a certain time, the hammer disappears and cannot be used again until another one is picked up.
Parasol
Hat
Bag
Parasol, Hat & Bag For each of these items Mario takes, he will gain a point bonus.

Levels[edit]

In the Japanese arcade versions, each of the 22 playable levels consist of these four screens:

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.

Kill screen on Level 22[edit]

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.

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 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 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.[35]

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 bolts.

Development[edit]

Concept art for 25m with Popeye characters. The sheet is dated March 21, Showa 56 (1981).
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 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.[36] 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.[citation needed] The game was also originally designed to have Mario escape from a maze, and jumping was not yet implemented, making platforming too difficult.[37] 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.[38] 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.[39] 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.[40][41] 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 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.[42] Although Nintendo held the license to produce Popeye-branded products,[38] the characters ended up being changed for technical reasons.[41] A Popeye Game & Watch game was developed at the same time and was released only a few weeks after Donkey Kong. The 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 King Kong would serve as another inspiration[43] and the setting of the game was New York City.[29] Coleco's American live-action commercials for Donkey Kong portrayed Mario in 1930s clothing with a fedoraMedia:Donkey Kong Commercial 1982.png, 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 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"),[44] 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.[39]

Lawsuits[edit]

Universal Studios lawsuit[edit]

In 1982, around a year after the game's release, Universal Studios sued Nintendo, claiming that Donkey Kong infringed on Universal Studios's intellectual property rights to the film King Kong. Howard Lincoln, attorney and future president of Nintendo of America, decided to fight the case and hired seasoned 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."[45][46]

Crazy Kong[edit]

To meet the unexpectedly high demand for arcade machines, Nintendo licensed production to other companies.[47] 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.[48] On October 13, Nintendo launched a lawsuit seeking damages against Falcon.[49] This experience led Nintendo to decide to produce all Donkey Kong Jr. machines by themselves.[50] Falcon's president was later arrested for unauthorized copying of Donkey Kong Jr. PCBs.[51]

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.[52]

Ikegami Tsushinki[edit]

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[2][3]. 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[2][3].

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.[2][3] Ikegami Tsushinki also sought compensation for the use of reverse-engineered Donkey Kong code in Donkey Kong Jr.[2][3] 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 Space Invaders Part II set a precedent establishing computer code can be copyrighted[3]). In response, Nintendo claimed it owned Donkey Kong's code as Ikegami Tsushinki was hired as a sub-contractor[2][3].

The case went to the Tokyo District Court until March 26, 1990, at which point the two companies settled out of court.[2][3]

Re-releases[edit]

The international arcade version of Donkey Kong was re-released by Namco as part of the compilation arcade system Donkey Kong/Donkey Kong Junior/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 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[edit]

By Coleco[edit]

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.[46] All were published in 1982 except for the Coleco Adam port which was released in 1984.

25m
ColecoVision port, considered the definitive console port until the NES release
  • Atari 2600
    • 50 m and 75 m have been cut out. Cutscenes are also absent.
    • The game has much simpler graphics.
    • In 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 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. [10]
  • ColecoVision (Pack-in game)
    • 50 m has been cut out. There are no cutscenes too.
    • 25 m lacks blue barrels and Fireballs. Due to a missing girder, Donkey Kong is found on the right.
    • 100 m is missing a girder, meaning that Mario only needs to remove six bolts.
    • 75 m comes after 100m. There is no jack on 75 m but there are three Fires (four later on).
  • Coleco Tabletop
    • Uses a vacuum fluorescent display (VFD)
    • 50 m and 75 m have been cut out.
    • There are no Fireballs in 25 m but they replace the Fires in 100 m.
    • There are ten bolts in 100 m.
    • Hammers only award points.
    • There is an electric fence under Donkey Kong. Mario can run through it but not jump over it.
  • Intellivision
    • 50 m and 75 m have been cut out. There are no cutscenes as well.
    • 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.
    • Coleco missed their intended late August 1982 release date.[10][53] It came out in October instead.[13][54]
    • The game was published by Coleco, but developed by Roklan.[55][56]
    • 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.[57][dead link]
  • Coleco Adam
    • 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.
    • 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.[58] 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. for both home consoles and computers outside of Japan one week after the CES.[59] These events, along with the 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[edit]

Atari, Inc.[edit]

Atari, Inc. won the rights for home computer ports for both Donkey Kong and its sequel in November 1982.[46][60]

  • Atari 8-bit computers
    • Instead of Fireballs, Fires appear in all stages. They do not change colors when Mario holds a hammer.
    • 25 m is missing a girder so Donkey Kong appears on the right
    • 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
    • Released as a cartridge
Atarisoft[edit]

Atari, Inc. created the 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.

  • Texas Instruments TI-99/4A
    • There are no cutscenes. Donkey Kong and Pauline are not animated
    • No barrels are directly thrown at Mario in 25 m. Blue barrels set off the oil drum but does not spawn Fireballs.
    • There are no jacks in 75 m
    • Fires are absent, Fireballs take their place in 100 m. They do not change colors when Mario holds a hammer.
    • Released as a cartridge
  • MS-DOS (marketed for the IBM-PC)
    • 25 m is missing a girder so Donkey Kong appears on the right
    • A birthday cake replaces the purse in 75 m
    • Fires take the place of Fireballs in 75 m
    • Released as a floppy disk
  • Apple II
    • All the same gameplay issues as the MS-DOS port but graphics are slightly better
    • Released as a floppy disk
  • Commodore VIC-20
    • There is an attract mode scene when idle at the title screen
    • Mario can change direction mid-air
    • A birthday cake replaces one of Pauline's items in 50 m and 75 m
    • Fires are absent, Fireballs take their place in 100 m. They do not change colors when Mario holds a hammer.
    • 100 m is the only stage that has a cutscene
    • Released as a cartridge
  • Commodore 64 (This is the first official port and it is for the North American market.)
    • Visually faithful port but Donkey Kong does not beat his chest and Pauline does not do her kicks
    • Lacks the "How high can you get?" screen before stages
    • Fires are absent, Fireballs take their place in 100 m. Their colors flip inside out when Mario holds a hammer.
    • Released as a cartridge

Atari Corporation[edit]

Atari, Inc. was partitioned in July 1984 with the home computer and console division becoming 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.[61]

  • Atari 7800
    • 50 m has been cut out. The only cutscene to remain happens after 100 m is beaten.
    • The graphics more closely resemble the original game than the Atari 2600 port as it was based on the NES port.
    • The same title song from the NES port appears on the title screen.
    • In 25 m, blue barrels do not appear and are instead replaced by barrels that go sideways.
    • Lady's hat does not appear in 75 m.

By Ocean Software[edit]

Ocean Software previously released a bootleg version for the 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.

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.

By Nintendo[edit]

Game & Watch version[edit]

Famicom / NES version[edit]

NES port

Donkey Kong Original Edition[edit]

50m in Donkey Kong Original Edition
The restored level in Donkey Kong Original Edition
  • 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 eShop in Japan when a Club Nintendo member purchased the download version of one of two games, one of which was New Super Mario Bros. 2,[65][dead link] from July 28, 2012, to September 2, 2012.[66] 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[edit]

It is featured as a minigame in the following titles:

Sequels[edit]

Donkey Kong has two sequels:

Also, the start of the game is recreated in Donkey Kong for the Game Boy.

Secrets[edit]

Atari 8-bit computers[edit]

  • 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.[67]

Apple II[edit]

  • Pressing 1 on the number pad gives the player extra lives.
  • Pressing 2 on the number pad makes the player invincible.

Staff[edit]

Main article: 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 website claims credit for developing the NES port for Nintendo, but the current version changes it to Donkey Kong 3.[68] The Iwata Asks interview released for New Super Mario Bros. Wii states the port was developed by Nintendo Research & Development 2.[1] 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.[69]

Nintendo eShop description[edit]

Nintendo 3DS Nintendo eShop

Donkey Kong has kidnapped Pauline, and it is up to Mario, the fearless carpenter, to come to her rescue. Throwing fate to the wind, Mario tries desperately to climb the labyrinth of structural beams from the top of which Donkey Kong taunts him. Help our hero ascend the metal structure by dodging an assortment of fireballs, steel beams, and exploding barrels the angry ape hurls at him. Prepare yourself for a never-ending adventure as Donkey Kong takes Pauline away to the next level every time Mario gets to the top. Based on the arcade game of the same name, this classic will keep hardcore and casual gamers entertained for hours.

Nintendo 3DS Nintendo eShop (Original Edition)

For the first time in North America, Donkey Kong Original Edition offers 4 different stages of platforming action--including the cement factory stage which was available in the original arcade! Donkey Kong™ has kidnapped Pauline, and it is up to Mario™, the fearless carpenter, to come to her rescue. Throwing fate to the wind, Mario tries desperately to climb the labyrinth of structural beams from the top of which Donkey Kong taunts him. Help our hero ascend the metal structure by dodging an assortment of fireballs, steel beams, and exploding barrels the angry ape hurls at him. Prepare yourself for a never-ending adventure as Donkey Kong takes Pauline away to the next level every time Mario gets to the top. Based on the arcade game of the same name, this classic will keep hardcore and casual gamers entertained for hours.

Wii U Nintendo eShop

Donkey Kong has kidnapped Pauline, and it is up to Mario, the fearless carpenter, to come to her rescue. Throwing fate to the wind, Mario tries desperately to climb the labyrinth of structural beams from the top of which Donkey Kong taunts him.

Help our hero ascend the metal structure by dodging an assortment of fireballs, steel beams, and exploding barrels the angry ape hurls at him. Prepare yourself for a never-ending adventure as Donkey Kong takes Pauline away to the next level every time Mario gets to the top.

Based on the arcade game of the same name, this classic will keep hardcore and casual gamers entertained for hours.

Gallery[edit]

For this subject's image gallery, see Gallery:Donkey Kong (game).

Media[edit]

For a complete list of media for this subject, see List of Donkey Kong media.

Arcade[edit]

Audio.svg Opening - The opening cutscene theme.
File infoMedia:DK Arcade Opening Theme.oga
0:06
Audio.svg How High Can You Get? - Music that plays when starting a level.
File infoMedia:DK Arcade How High Can You Get Theme.oga
0:03
Audio.svg 25 m - Music that plays in 25 m.
File infoMedia:DK Arcade 25m Theme.oga
0:04
Audio.svg Lose a Life - Music that plays when killed, or running out of time.
File infoMedia:DK Arcade Lose a Life Theme.oga
0:04
Audio.svg Hammer - Music that plays when using the hammer.
File infoMedia:DK Arcade Hammer Theme.oga
0:06
Audio.svg Level Complete - Music when completing a level.
File infoMedia:DK Arcade Level Complete Theme.oga
0:02
Help:MediaHaving trouble playing?

Reception and legacy[edit]

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.[70] Around 132,000 arcade machines were sold in Japan and North America, making it one of the most successful arcade games during the golden age of arcade video games.[71] 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.[46]

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 board gameMedia:DK board game.jpg, a card game, collectible stickers/cards, 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 North American flyerMedia:DK Arcade Flyer Front.jpg illustrated by Zavier Leslie Cabarga.

As a part of The Strong National Museum of Play's 2023 expansion, a playable 20-foot recreation of the arcade cabinet was built.[72]

References in later media[edit]

  • Super Mario Bros. 2: Clawgrip tosses down rocks and beats his chest in a similar manner to Donkey Kong in this game.
  • Donkey Kong (Game Boy): The four levels from the arcade version of this game are remade in this game. The Hammer and Pauline's dropped items also appear. The plot is also identical for the first four stages.
  • Donkey Kong Country: Cranky Kong, who is stated to be an elder version of the original Donkey Kong, uses a phonograph and plays the title song from the NES version of this game in the intro, on a structure made of girders resembling the ones from 25 m. The oil drums from Oil Drum Alley are the same as the ones in 25 m.
  • Donkey Kong Country 2: Diddy's Kong Quest: Cranky's line, "Whisking off maidens and chucking barrels seven days a week, I was!" is a direct reference to this game.
  • Super Mario RPG: Legend of the Seven Stars: One of the challenge rooms in Bowser's Keep late in the game involves Mario having to dodge barrels thrown down by a Guerrilla.
  • Super Smash Bros.: The Hammer appears as an item in this game. Donkey Kong's red costume and Mario's blue costume in this game are based on their respective original sprites in Donkey Kong. In addition, although not in the game itself, the Nintendo Power ad for the game indirectly alludes to Mario and Donkey Kong's origins as rivals by mentioning off-handedly that Mario and Donkey Kong have not "duked it out" for more than a decade.
  • Mario Golf: One of Wario's alternate costumes is based on Mario's original outfit.
Donkey Kong Arcade found in Frantic Factory
The arcade machine found in the Frantic Factory.
  • Donkey Kong 64: A direct port of the arcade game is playable by accessing an arcade machine in Frantic Factory. The song that plays in Creepy Castle is also a remade version of the music that plays when Donkey Kong is climbing up the construction site with Pauline. A red girder that looks similar to those from 75 m can also be seen inside DK's Tree House.
  • Paper Mario: The opening theme plays when confronting the Koopa Bros. in Koopa Bros. Fortress, followed by the Koopa Bros. theme. Also, Mario's pixel form colors are based on his colors from the game's artwork and sprite.
  • Donkey Konga: When choosing to display in 50hz or 60hz, Mario's sprite acts as the cursor; Donkey Kong's sprite can be seen to the left.
  • WarioWare, Inc.: Mega Microgame$!: There is a microgame based upon this game in which the player as Mario must jump over barrels.
  • Mario & Luigi: Superstar Saga: If Mario jumps when the Border Bros tell Luigi to jump, one of them says, "give the jumpman thing a rest", a reference to Mario's alternate name from the arcade version. Mario rescues Luigi at Woohoo Hooniversity by traversing a stage with rolling barrels. There is also a skeletal pirate named Bink who tosses barrels in the Barrel minigame.
  • Paper Mario: The Thousand-Year Door: One of the badges in this game is the Jumpman badge. In addition, if the player returns to the Glitz Pit and reaches first place again, one audience member says, "JUMPMAN!!! Wait, who?"
  • Mario Power Tennis: The music that plays when Donkey Kong wins a trophy is the title theme from this game.
  • Donkey Kong Jungle Beat: During the fights with Ghastly King and Cactus King, a portion of their battle music consists of the music that plays when Donkey Kong takes Pauline up the construction site.
  • Donkey Konga 3 JP: One of the songs from this game is featured.
  • Mario Party 7: One of the DK minigames is called "Jump, Man", and requires navigating up a series of ramps and vines over a series of falling barrels. Toadsworth even notes the similarity to the gameplay of Donkey Kong.
  • 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.
  • Super Smash Bros. Brawl: 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 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: Broozers 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 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.
  • NES Remix / Ultimate NES Remix: Several challenges are based on the NES version of Donkey Kong.
  • Donkey Kong Country: Tropical Freeze: Donkey Kong's sprite can be seen holding a 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.
  • 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
  • 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 mentions Donkey Kong in 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, using their original artwork.
  • Mario Kart Tour: Portions of this game can be seen on Times Square's screens in all variations of the New York Minute track. Mario (Classic) uses Mario's original outfit colors.
  • Luigi's Mansion 3: In the fitness center, there is an exercise bike that gives Luigi a key. The tune that plays when Luigi gets the key from the bike is the Hammer theme.
  • Paper Mario: The Origami King: When Mario walks while the Retro Soundbox is equipped, he makes the walking sound effect from Donkey 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.
  • Nintendo World Championships: NES Edition: Several challenges are based on the NES version of Donkey Kong.

Names in other languages[edit]

Language Name Meaning Notes
Japanese ドンキーコング[?]
Donkī Kongu
Donkey Kong

Trivia[edit]

  • Even though Mario wears his signature red and blue clothing in the game, he wears blue and white clothing on the box art for the North American NES port.
  • Nintendo Power distributed an original Donkey Kong arcade cabinet as the grand prize for the Classic NES Series sweepstakes.
  • In 1982, Buckner and Garcia recorded a song titled "Do the Donkey Kong", using sound effects from the game, and released it on the album Pac-Man Fever.
  • A Europe-only slot machine was made in 1996 by Maygay, based on the game.
  • In 2007, a documentary film, The King of Kong: A Fistful of Quarters, directed by Seth Gordon was released. The film centers around high school teacher Steve Wiebe as he tries to achieve a world record for obtaining the highest score in the game, which was held by Billy Mitchell at the time.
  • This is the very first Nintendo game to feature anti-piracy measures. How this works is that if all but the first N in the Nintendo name on the title screen is altered, the game freezes up about four seconds into the gameplay, which is the length of time taken for the first blue barrel Donkey Kong throws to set off the oil drum at the bottom of 25m.[73]

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External links[edit]