dkongj: MAME ROM Information.
Donkey Kong (c) 1981 Nintendo.
An absolutely legendary arcade game in which the player takes on the role of Mario - who makes his debut in this game, and would go on to become a gaming legend - and must battle his way to the top of each level to rescue his beloved Pauline; who has been kidnapped by the giant ape, Donkey Kong.
Mario is controlled with a joystick and a JUMP button and must jump over and avoid rolling Barrels thrown by Donkey Kong, jump over Fireballs and Cement Pies, avoid bouncing springs, move along ramps and conveyor belts, and utilize ladders and elevators as he traverses the stages. For additional points, Mario can collect Umbrellas, Hats, Purses and other bonus items that Pauline has dropped on her way to the top of the building. Mario can also grab a Hammer (by jumping up to it) to smash Barrels, Beams, Fireballs, Cement Pies, and Firefoxes, which earns the player additional bonus points. The Hammer can only be used for a limited amount of time, however.
On the Ramp, Conveyor Belt and Elevator Stages, whenever Mario reaches Pauline's platform, Donkey Kong will grab her and carry her off to the next higher stage. (NOTE : On the Conveyor Belt Stage, Mario only needs to reach Kong's floor.) But on the Rivet stage, Mario must remove all the rivets on each and every floor by running or jumping over them. After all the rivets are removed, Donkey Kong will fall head first onto a stack of girders and be knocked out and then Mario and Pauline will be together again for good. The game then starts over again with an increased difficulty level.
CAST OF CHARACTERS :
Mario - This is the one and only Mario who will go on to become one of the biggest video game stars of all time. This is the game that started it all for him. In this game, he is thought to be a carpenter instead of a plumber.
Pauline - Mario's girlfriend and damsel in distress. She is stuck at the top of each screen awaiting rescue from the clutches of Donkey Kong.
Donkey Kong - The most well-known video game monkey. Donkey Kong has kidnapped Pauline and carried her up to the top of the construction site that Mario is working at.
Hammer - Except for the Elevator Stage, 2 Hammers can be found on each stage. Jump to grab the Hammer and use it to smash nearby dangers for points. It only lasts for a short time and Mario cannot jump or climb ladders while he is holding the Hammer.
Barrel - Donkey Kong throws these at Mario on the Ramp Stage. Many of them roll down the ramps and randomly drop down ladders that they pass. Sometimes Kong throws them directly down the building.
Beam - These are the blue Barrels that Kong throws. Other than their color (the regular Barrels are orange), the only other difference between Barrels and Beams is that Beams will turn into Fireballs when they reach the burning oil can at the bottom.
Fireball - These appear on every stage except the Rivet Stage; on the Ramp Stage, one appears each time a Beam reaches the oil can. They move about randomly and can be jumped, but it's dangerous to try because they change directions frequently.
Firefox - These are the fire enemies that roam around the Rivet Stage. They are even harder to jump over and they seem to track Mario a little more closely.
Spring - These bounce along the roof of the Elevator Stage before falling down to the bottom of the screen creating a dangerous but predictable obstacle to avoid.
Cement Pies - These passively travel along the conveyor belt and are harmful to touch. The only danger they pose is when the conveyor belt suddenly changes directions.
Prizes - Some of Pauline's items (Purse, Hat, and Umbrella) litter the construction site and can be retrieved by Mario for bonus points. They appear on every stage except the Ramp Stage.
- TECHNICAL -
[Blue Upright model]
The blue uprights (which are the most common), are a very rectangular affair, with quite a lot of artwork. They have orange-ish sticker style side-art (with Mario and Kong on them), with control panel, marquee, and monitor bezel graphics to match. This game does not use a standard arcade monitor. It requires a 'Nintendo Compatible' monitor (a normal monitor will display the picture like that of a photographic negative). This simple little monitor change basically launched the entire Nintendo Vs. Unisystem later on. Because only Donkey Kong series games and Vs. titles would work on these monitors (forcing operators to buy conversion kits for those games instead of a competitors game).
[Red Upright model]
The red upright versions are actually "Radar Scope" cabinets that have been factory-converted to Donkey Kong. These are fairly rare and feature slightly different gameplay.
Main CPU : Z80 (@ 3.072 Mhz), I8035 (@ 400 Khz)
Sound Chips : Discrete circuitry
Players: 2 (alternative)
Control: 4-way joystick
Buttons: 1 (JUMP)
- TRIVIA -
Released in July 1981. Developed by Ikegami Communication.
The game was originally going to be called 'Monkey Kong' but, as with "Continental Circus", a mistake during the translation process from Japanese to English resulted in the now legendary name. The game's creator, the equally-legendary Shigiru Miyamoto denies this story to this day - claiming that the naming is deliberate as he wanted an animal name that would capture the 'stubborn' nature of the Kong character (as in 'stubborn as a mule'). Few within the industry believe this explanation, however.
Nintendo was sued by Universal Studios who said the Donkey Kong character infringed on the King Kong copyright. Nintendo's legal counsel, John Kirby of Latham & Watkins LLP, recalled an old case were the RKO Pictures sued Universal Studio for the same reason. At this time, Universal Studio had argued that King Kong was in the public domain. So, Universal Studio lost and had to pay Nintendo $1.8 million in damages. To thank John Kirby, Nintendo created a personage with the name of Kirby (originally called Popopo).
Donkey Kong was to be Nintendo's first big breakthrough into the western - and particularly American - arcade scene. Before Donkey Kong, Nintendo was having difficulty establishing itself in these markets. After the game's massive success Nintendo quickly established their headquarters of Nintendo of America to ensure that the game was being distributed properly.
Donkey Kong introduced a number of wholly original game-play ideas to the platform genre. It was the first ever game to feature multiple play-fields, for example. It was also the first game that allowed players to jump over objects. Its creation came about due to the commercial failure of another game called "Radar Scope". A consequence of which was an excess of redundant arcade cabinets. In an attempt to limit their losses, Nintendo commissioned Donkey Kong and history was made.
Mario was named after Mario Segali, the landlord of Nintendo of America's first warehouse location in Seattle (though it was debated whether this occurred before or well after the game was released). Mario was originally called 'Jumpman'; only the arcade version of Donkey Kong has ever called the hero Jumpman; home ports proceeded to call the hero Mario. Accounts differ as to how Nintendo of America felt about the game before its release. Many sources claim that they all felt sure it would be an absolute disaster while others say they were more optimistic. Although Mario is a plumber in later games, his career in Donkey Kong is that of a carpenter. Mario's appearance (and consequently his career) was dictated by the primitive graphics hardware of the time - the only way to have his arms appear 'separate' to his torso was to have them as a different color - hence he wears 'dungarees'. The mustache is present merely to indicate where Mario's mouth is, again due to the low graphics resolution imposed by hardware limitations. Mario wears a hat so his head is distinguishable from the game's black backgrounds.
There is this text in one of the roms of the Japanese version :
CONGRATULATION !IF YOU ANALYSE DIFFICULT THIS PROGRAM,WE WOULD TEACH YOU.*****TEL.TOKYO-JAPAN 044(244)2151 EXTENTION 304 SYSTEM DESIGN IKEGAMI CO. LIM.
The logo for Ikegami Tsushinki Co., Ltd. (ITC) can be found on the title graphics, but it's never used. ITC both developed the hardware and wrote the program code for Donkey Kong.
About 60,000 units were sold in the U.S. Oddly, despite it being one of the ten best selling games of the golden age of video games, it never reached #1 on Replay's popularity charts. Instead, it was stuck at #2 behind mega hits "Pac-Man" and "Ms. Pac-Man" - the two best selling games ever.
The Elevator stage is used as an unlockable stage in Super Smash Bros. Brawl for the Nintendo Wii.
Hank S. Chien holds the official record for this game with 1,061,700 points on February 27, 2010.
Donkey Kong inspired a catchy hit song by Buckner and Garcia called 'Do The Donkey Kong' released on the 'Pac-Man Fever' album.
A Donkey Kong unit appears in the 1983 movie 'WarGames', the 1984 movie 'Gremlins', the 1985 movie 'The Heavenly Kid', and the sitcom 'Two and a Half Men'; Season 5, Episode 2 (People Who Love Peepholes).
MB (Milton Bradley) released a board game based on this video game (same name) in 1982. Save the girl and avoid the barrels and fireballs as in the video game. The gameboard is laid out like the video game's Ramp Stage. 'Can You Battle Donkey Kong and Save the Fair Maiden?'.
Donkey Kong also spawned a cartoon series of the same name : Ruby-Spears Productions. Produced by Joe Ruby, Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS. Donkey Kong's voice was provided by the late actor/comedian Soupy Sales (1926-2009).
Michael Jackson used to own this game (Blue Upright model). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.
- UPDATES -
Originally both the US and Japanese versions asked us 'How High Can You Try?'. This was quickly grammatically corrected to ask the familiar 'How High Can You Get?'.
The game does end, as it has a 'kill screen'!. The timer in L-22 expires so quickly that the 25m stage cannot be completed.
A 'speed-up' kit was released disallowing barrels coming down the ladder if you were at the top of it (SEE TIP BELOW).
The Japanese version has all 4 stages displayed in their original, logical order 1-2-3-4.
For the US version they changed it to match the 'How High Can You Try/Get?' theme. With the stage order as follows :
L-01 : 1-4
L-02 : 1-3-4
L-03 : 1-2-3-4
L-04 : 1-2-1-3-4
L-05 : 1-2-1-3-1-4
L-06 through L-21 all remain the same as L- 05
L-22 : 1 (Kill screen).
- SCORING -
Jumping over Barrels, Beams, Fireballs, Cement Pies, or Firefoxes : 100 points
* Sometimes scoring can occur when objects are next to or behind the player when jumping (especially the Springs on the Elevator Stage).
On the Ramp Stage only :
Two items jumped : 300 points
Three or more items jumped : 500 points
* Due to a bug in the program, jumping three or more items displays onscreen 800 points but actually awards only 500 points.
* Sometimes jumping over one or more objects scores no points.
Destroying objects with the hammer :
Barrels : 300 points
Beams, Fireballs, Cement Pies, and Firefoxes : 300, 500 or 800 points
Picking up Pauline's purse, hat, or umbrella :
L-01 : 300 points
L-02 : 500 points
L-03 onward : 800 points
On the Rivet Stage only :
Removing a rivet : 100 points
Jumping close to Kong : 100 points
When a stage is completed, the player receives the points shown in the bonus box.
Starting bonus points :
L-01 : 5000 points
L-02 : 6000 points
L-03 : 7000 points
L-04 through L-21 : 8000 points
L-22 (kill screen) : 4000 points
* The timer on L-22 behaves strangely. When the stage first comes onscreen, the timer reads 100. Then it changes to 4000 when Mario appears. It then counts down to 3700 and stays there for a few seconds, until Mario dies due to the bug in the game's timer code.
- TIPS AND TRICKS -
* When you start the game, Mario will start at the oil can on the bottom floor of the Ramp Stage. Your job is to navigate him to the top so that he can progress to the next stages. Here are some strategies for each stage...
* RAMP STAGE : This is the first (25m) stage of each level.
NOTE : On the US version, this stage is played more than once in each level starting with L-04, where it is played twice (25m and 75m); from L-05 onward, it is played three times (25m, 75m and 125m).
1) On L-01, the Ramp Stage pretty easy. Donkey Kong will start the show by dropping a Beam into the oil can, igniting it. After a couple of seconds, a Fireball will jump out and dance about. Afterwards, every eighth Barrel released by Donkey Kong will be a Beam. In the later levels, Donkey Kong will throw the first Beam diagonally toward the lower right corner. If you are running toward that ladder, you and the Beam may have an unexpected encounter. On the later levels, it's better to hesitate briefly, then start running so you can jump the Beam.
2) Donkey Kong releases a Barrel about every 2 seconds. This does not mean, however, that the Barrels will all come at you at a uniform rate. Some Barrels will fall down the ladders, whether they are broken or not, before reaching the end of a platform. This can cause the Barrels to bunch up in twos, threes, and even fours. Be wary when attempting to jump too many Barrels since you don't have the horizontal range to jump too many.
3) Also remember to have enough overhead clearance when jumping Barrels. If Mario's head goes above the platform above, he may hit a Barrel rolling down that platform. This problem is especially true at the ends of the platforms.
4) In the later levels, the Barrels seem to go for Mario. To offset this a bit, go just a little past a ladder. The Barrel may drop giving you an opening at a ladder farther down the platform.
5) The Hammer can be either your greatest friend or your worst hindrance. It lasts anywhere from 5-7 seconds. Here are some hammering tips :
a) Remember, you cannot jump or climb ladders when you have the Hammer.
b) Be wary of trying to hammer Barrels that are close together. You will take out the first Barrel, but the second Barrel will get you when Mario is swinging the Hammer up. It's better to do a quick back and forth jog so that you can get the second Barrel.
c) If Mario stands at the end of a platform so the one above is right above his head, he can destroy Barrels before they drop to his level. Again, watch out for how much hammering time you have or a Barrel may drop on you right when your hammer goes away.
6) If there is a Barrel coming down the platform above and you are about ready to climb a ladder, wait for a moment. If you are on the ladder, the Barrel may decide to take a short cut and land on your head. This becomes more prevalent in the higher levels. NOTE: On the Japanese version, a Barrel cannot drop down a ladder while Mario is on it.
7) As you proceed into the higher levels, Donkey Kong does not always play fair. He has a tendency to throw Barrels diagonally or even to drop them to the next platform. Be ready to expect the unexpected at the later levels.
8) Although the Fireballs on this stage are rather sedate, they still can pose a danger. If you take too long on the level, the Fireballs will eventually climb the ladders to higher platforms so it is important to move up quickly and safely.
7) On this and all stages, Mario can only survive falls at a distance no greater than his height.
* CONVEYOR BELT STAGE : A relatively easy stage. You just have to watch out for Fireballs and conveyor belts...
NOTE : In the US version, this stage makes its first appearance in L-03 as the 50m stage, and it is the 50m stage from L-03 onward.
1) The conveyor belts have a tendency to change direction very quickly. So if you are just under a ladder, you may find yourself being moved in the wrong direction. You may want to jump toward the ladder to reduce this chance.
2) Watch out for the Cement Pies. They come up randomly and Mario will lose the battle if a Cement Pie hits him. The same goes for the Fireballs that are born from the oil can.
3) If Mario goes off the edge of the screen on a conveyor belt he will lose that battle.
4) Any platforms that have circles on one or both of the ends are conveyor belts. That means the very bottom and third platforms are not conveyor belts. Plan your strategy accordingly.
5) Once you get up to the fourth platform, depending on what side you are on, you must make it to the telescoping ladders. You can hang on the ladder when it is retracted to avoid the Cement Pies. Just make sure there aren't any Fireballs around to harass you. Once the ladder extends to the next platform, climb it.
6) On this stage, you don't have to climb the ladder to the platform Pauline is on. All you have to do is make it to the platform that Donkey Kong is on.
* ELEVATOR STAGE : Probably the hardest stage in the game. It's the one that players have the most trouble with.
NOTE : In the US version, this stage makes its first appearance in L-02 as the 50m stage; it is the 75m stage in L-03 and the 100m stage from L-04 onward.
1) Mario will start out on the bottom of the leftmost girder. This level has a few hazards you must negotiate :
a) The gaps between the girders. A sure hand and jump at the right place will prevent tragedy.
b) If you take the lower route, you will have to cross the path of the Springs twice. Once while travelling on the first set of girders and again when you cross over on the second set of girders.
c) The Springs themselves are a hazard. If your timing is off, be prepared to have Mario squashed by a wayward Spring.
2) There are two routes you can travel to get to the top : The upper and lower routes. All veteran Donkey Kong players know that the upper route is the best route but it takes a little skill. The reasons for the upper route are :
a) You don't have as many jumps to make.
b) If you take the lower route, you will have to cross the path of the Springs twice. Once while traveling on the first set of girders and again when you cross over on the second set of girders.
c) These factors create a higher risk for Mario not to make it.
3) To navigate the top route, do the following :
a) Get on the first elevator (it is going up). When you almost get even with the top of the next girder to the right, jump onto it. If a Fireball is in the way, jump back to the top of the girder on the left (and pick up the Umbrella if you haven't done so yet).
b) From the top of that girder, get ready to jump on the next elevator (it is going down). When the elevator is slightly higher then the girder Mario is standing on, jump onto it. Without breaking stride (in other words, keep running), jump again to the third set of girders. Mario will have a pretty good arc since you ran him constantly. You should land on the top or second level of that girder.
4) Climb the ladder onto the girder that Donkey Kong is standing on and don't move. Mario will be right on the edge of that girder. The Springs will get very close to Mario (basically shaving his nose) but they won't hit him.
5) When a Spring basically scrapes Mario's nose, take off running toward the ladder to the platform with Pauline. This trick will require some timing. Run a little past that ladder then immediately turn around and go up the ladder. If this trick is done correctly, Mario will follow the Spring that just bounced over him and beat the Spring right behind it. This trick works on the later levels even when the Springs are 'double-jumping'.
6) This stage requires practice to perfect your techniques. Fortunately, in the US version, there is only one Elevator Stage per level after L-03 (100m from L-04 onward). Remember, Mario cannot survive long falls.
* RIVET STAGE : This is final stage of each level. However, it is probably one of the easiest stages to go through.
NOTE : In the US version, this stage is the 50m stage in L-01, the 75m stage in L-02, the 100m stage in L-03, the 125m stage in L-04 and the 150m stage from L-05 onward.
1) There is no real pattern to taking out the rivets holding the girders. What you must really be wary of are the Firefoxes. At the later levels, the Firefoxes move quite a bit faster and they become more aggressive.
2) One tactic is to get on one side of the rivet. Just as a Firefox gets right next to Mario, jump backward over the rivet. You will gain 100 points and remove the rivet. Firefoxes cannot cross the gap created by the missing rivet.
3) Make sure you don't accidentally jump into Donkey Kong when you are on the upper platform. This will lead to a premature end for Mario really quickly.
4) You can jump into the side walls away from the girders and they will bounce you back onto the girder you were on. This move is usually for if you are surrounded by Firefoxes and there is nowhere left to go.
- SERIES -
1. Donkey Kong (1981)
2. Donkey Kong Junior (1982)
3. Donkey Kong 3 (1983)
- STAFF -
Designed by : Shigeru Miyamoto
Music by : Hirokazu Tanaka
Produced by : Gunpei Yokoi
- PORTS -
* Consoles :
CBS Colecovision (1982; Donkey Kong)
Mattel Intellivision [US] (1982 "Donkey Kong [Model 2471]")
Mattel Intellivision [EU] (1983 "Donkey Kong [Model 7625-7A]")
Nintendo Famicom [JP] (July 15, 1983; "Donkey Kong [Model HVC-DK]")
Atari 2600 [EU] (1983; "Donkey Kong [Model 4L2274]")
Nintendo NES [US] (???. ??, 1985; "Donkey Kong [Arcade Classics Series] [Model NES-GP]")
DynaVision [BR] (???. ??, 198?; Donkey Kong)
Atari 2600 [US] (1988; "Donkey Kong [Model CX26143]")
Atari 7800 [US] (1988; "Donkey Kong [Model CX7848]")
Nintendo Famicom (1988, "Donkey Kong Classics") : Nintendo Famicom's 1986 offerings of both "Donkey Kong" and "Donkey Kong Jr." in one cartridge.
Nintendo Game Boy [JP] (June 14, 1994; "Donkey Kong [Model DMG-QDA]")
Nintendo Game Boy [US] (June ??, 1994; "Donkey Kong [Model DMG-QD-USA]")
Nintendo Game Boy [EU] (Sep. 24, 1994; "Donkey Kong [Model DMG-QD-SCN]")
Nintendo 64 (1999, "Donkey Kong 64") : unlockable extra.
Nintendo Game Boy Advance [US] (Nov. 02, 2002, "Donkey Kong [e-Reader] [Model PES-DKA1]")
Nintendo Game Boy Advance [JP] (Feb. 14, 2004, "Donkey Kong [Famicom Mini] [Model AGB-FDKJ-JPN]")
Nintendo Famicom Disk : Does not have the Conveyor Belt Stage.
Nintendo Wii (2006, "Virtual Console")
* Computers :
Tandy Color Computer (1982, Dunkey Munkey)
Tandy Color Computer (1982, Donkey King)
Tandy Color Computer (1983, The King)
Tandy Color Computer (1983, Monkey Kong)
PC Booter (1983; Donkey Kong)
Atari 800 [US] (1983; "Donkey Kong [Model RX8031]")
TI99/4A (1983, "Donkey Kong [Model RX8512]")
Commodore VIC-20 (1983; "Donkey Kong [Model RX8513]")
Apple II [US] (1983; Donkey Kong)
Commodore C64 [US] (1983; "Donkey Kong [Model RX8514]")
BBC B (1984, "Killer Gorilla" - Micropower)
Acorn Electorn (1984, "Killer Gorilla" - Micropower)
Amstrad PCW (198?, "Climb It")
Amstrad CPC [Disk] [FR] & [DE] (1986)
Amstrad CPC [Tape] [FR] & [DE] (1986)
Amstrad CPC [Disk] [SP] (1986)
Amstrad CPC [Tape] [SP] (1987)
Sinclair ZX Spectrum (1983, Kong - Ocean)
Sinclair ZX-Spectrum (1986, Donkey Kong - Ocean) : is slightly closer to the original Arcade game than Ocean's earlier offering from 1983, "Kong". Making their 1986 version probably the second worst conversion of Donkey Kong ever sold!
PC [MS-DOS] (1997, "Champ Kong" - CHAMProgramming)
* Others :
VFD handheld game (1982) released by Coleco.
LCD handheld game (Game & Watch) released by Nintendo : double screen.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
0.03 [Nicola Salmoria, Gary Shepherdson, Brad Thomas, Edward Massey]
- 0.141u2: Couriersud fixed a bug in palette_normalize_range which caused color distortion. The luminance normalization now converts r,g,b to y,u,v and normalizes y prior to converting back to r,g,b. This affects e.g. Radar Scope, Donkey Kong and Mario Bros.
- 6th September 2010: Mr. Do - Donkey Kong II was recently added to official MAME, so that's been removed from the "Other Artwork" page, and added in to the dkong artwork set.
- 0.139u2: Added clones Donkey Kong II - Jumpman Returns (V1.1) (hack) and (V1.2) (hack). This is a DKong/Hack combo using a Braze Technologies High Score Save PCB. This PCB will be placed in the CPU socket and the Z80 together with an additional 64K rom, a 74LS245, an EEPROM and a PAL/GAL. It looks like the "encryption" was a coincidence resulting from an easy PCB layout. The PAL is also used to switch A15 on and off. This is done in locations 6800 and E800.
- 0.133u5: Removed 2nd Discrete sound in Donkey Kong.
- 0.133u4: Added 2nd Discrete sound to Donkey Kong.
- 0.133u1: Renamed (dkongjp) to (dkongj).
- 0.129u3: Fabio Priuli added 'Free_Play' dipswitch to clone Donkey Kong Foundry (hack) and changed year to 2004.
- 0.129: Added clone Donkey Kong Foundry (hack) (1981).
- 0.128u2: More Discrete module optimizations [Derrick Renaud]: Added optimized custom mixer to Donkey Kong. The custom mixer just optimizes the code that creates the voltage on the 555s. It is also a test case for the new DISCRETE_CUSTOM module. This speeds up Donkey Kong 17%.
- 0.127u8: Aaron Giles fixed Donkey Kong crashes after quiting and artwork/gameplay area are getting squished/distorted.
- 0.127u5: Couriersud moved dkong memory_region calls (video\dkong.c) into initialization routines.
- 0.127u2: Replaced I8035 CPU2 with MB8884, verified on schematics [Couriersud]. Optimized DISCRETE_RCDISC_MODULATED. Added X_TALs to circus. Optimized DISCRETE_RCINTEGRATE and DISCRETE_555_ASTABLE. Optimized DISCRETE_555_ASTABLE_CV and DISCRETE_MIXER. Optimized DISCRETE_555_CC. The 555 and mixer changes also speed up just about every current discrete game [Derrick Renaud].
- 0.126u4: Scanline exact rendering for Donkey Kong and clones [Couriersud]: Sprite limit of 16 sprites per scanline implemented from schematics. Proper wrap around from bottom to top. Added some notes about sprite limits and hardware to dkong driver (thanks to R. Belmont).
- 0.123u4: Updated dkong driver to use two discrete structs which were previously not being used [Couriersud]: Donkey Kong walk using a jump struct.
- 0.122: Fixed cpu2 rom address to $1000.
- 30th September 2007: Mr. Do - I brought home a Donkey Kong bezel, as that game has always bugged me a little. Once I had it sitting at home, I could see the difference between the old version and the real thing: Richer browns, both the light and dark. The brown on Jumpman's shirt in three of the four spots should be dark brown, not the light brown that matches the circle background. Oddly enough, which looks like a Nintendo printing error, the brown on the Jumpman in the upper-right corner actually is light brown. The alignment on a few of the characters was slightly off. It looks a lot nicer now.
- 0.116: Couriersud implemented discrete sound and color generation (resistor mixer) from schematics in Donkey Kong. Replaced DAC/Samples sound with Discrete. Removed all samples. Changed VSync to 60.606061 Hz.
- 6th May 2007: Mr. Do - Added the "under bezel" instruction card for Donkey Kong, plus the cocktail instructions, thanks to MikesArcade.
- 0.86u3: Donkey Kong sample improvements [Peter Rittwage, Derrick Renaud]. Added samples (run01, run02, run03, jump and dkstomp.wav).
- 18th July 2004: Andrea Mazzoleni fixed an invalid GfxLayout in Donkey Kong.
- 21st January 2003: Derrick Renaud modifyed the Donkey Kong sounds a little.
- 0.62: Added clone Donkey Kong (US set 2). Changed parent description to 'Donkey Kong (US set 1)'.
- 17th June 2002: Mike Haaland added the original US ROM set of Donkey Kong which includes the ladder trick.
- 0.53: Added Donkey Kong (Japan set 2). Renamed (dkongjpo) to (dkongjo1). Added color proms ($0, 100, 200) from (Japan set 2) to (Japan set 1+3). Fixed rom names.
- 0.37b14: Replaced 8-way Joystick with 4-way.
- 17th April 2000: Zsolt Vasvari fixed a Donkey Kong graphics bug.
- 0.36b13: Added clone Donkey Kong (Japan set 2). Changed description of clone '(Japan)' to '(Japan set 1)'.
- 23rd August 1999: Mike Coates fixed Donkey Kong sounds.
- 0.35b6: Replaced I8039 CPU2 with I8035.
- 0.34b6: Andrew Scott added sound decay to Donkey Kong.
- 0.34b4: Mirko Buffoni fixed sound pitch and tempo in Donkey Kong.
- 0.34b1: Added color proms ($0, 100, 200 - palette low, palette high 4 bits (inverted) and character color codes on a per-column basis).
- 0.33b7: Changed description to 'Donkey Kong (US)' and clone to '(Japan)'.
- 0.31: Howie Cohen and Brad Oliver fixed sound pitch and Mario jump in Donkey Kong. Wiebo de Wit fixed scores over 100000 in Donkey Kong/Donkey Kong Jr.
- 0.30: 8039 emulator, and emulated sound in Donkey Kong, Donkey Kong Jr. and Mario Bros. Since the boards also use discrete circuits to generate sound, some samples are still needed to get complete sound support. Also partial sound in Radarscope [Ron Fries, Dan Boris, Mirko Buffoni].
- 0.29: Minor fix to Donkey Kong colors (black was dark blue) [Nicola Salmoria]. Added Gamma correction controls. Use Shift + Numeric pad +/- to change it. There are some games which are too dark on the default setting, instead of using the monitor settings use these controls to brighten the picture. Gamma correction also affects colors, like the girders in Donkey Kong [Nicola Salmoria].
- 0.28: Colors in Donkey Kong are now 100% accurate [Nicola Salmoria]: Several people complained that girders should be pink instead of red, but to the best of my knowledge the current colors are an accurate conversion of the color PROMs, and this has been confirmed by some people. There might be two different versions of Donkey Kong, with slightly different colors. If someone has a "pink" board and wants to read the PROMs from there, I'll be happy to include them.
- 0.27: Donkey Kong has better colors [Nicola Salmoria]. Are they entirely accurate?
- 0.21: Added Donkey Kong (Japanese version). This version has the bug that barrels do not come down when at the top of a ladder, but the levels play in the order barrels-pies-elevators-girders instead of barrels-girders-barrels-elevators-girders.
- 0.20: Paul Berberich fixed some colors of Donkey Kong that is now quite close to original arcade. Ron Fries created a new set of Donkey Kong samples, using Mike Cuddy's 8039 emulator. The new samples no longer have static, they are aliased and louder. All names are now generic, so the same name can be used across Nintendo line (DK, DKjr, DK3, Mario).
- 0.14: Ron Fries added preliminary sound support to Donkey Kong! It uses some very bad samples for now. The samples are distributed in a separate archive - put them in the dkong subdirectory.
- 0.13: Nicola Salmoria added high score saving to Donkey Kong.
- 0.08: Maybe I understood how the character colors are selected in Donkey Kong, at least in part, but I'm not sure [Nicola Salmoria]. Anyway, I started fixing them. Colors for Donkey Kong derived from Kong emulator by Gary Shepherdson.
- 0.05: Special thanks to Brad Thomas and Gary Shepherdson for the extensive information on Donkey Kong.
- 0.03: Nicola Salmoria added Donkey Kong (US version) (Nintendo 1981). Game is playable with wrong colors and no sound. Known issues: I can't find the color RAM! Some information on Donkey Kong gathered from Gary Shepherdson (Kong emulator), Brad Thomas (hardware info) and Edward Massey (MageX emulator).
- 17th January 1996: Dumped Donkey Kong (US set 1).
Recommended Games (Platform):
FamicomBox (Donkey Kong)
Crazy Kong Part II
Donkey Kong Junior
FamicomBox (Donkey Kong Jr.)
Donkey Kong 3
Treasure Island (DECO Cassette)
Namco Classic Collection Vol.1 (Mappy)
Ben Bero Beh
Lode Runner II - The Bungeling Strikes Back
Lode Runner III - The Golden Labyrinth
Lode Runner IV - Teikoku Karano Dasshutsu
Lode Runner - The Dig Fight
Vs. Ice Climber
Vs. Ice Climber Dual
Vs. Wrecking Crew
Baluba-louk no Densetsu
Pig Out: Dine Like a Swine!
Sea Hunter Pengui
Multi 5 (Tong Boy)
Romset: 33 kb / 15 files / 21.5 zip
MAME XML Output:
|    ||<game name="dkongj" sourcefile="dkong.c" cloneof="dkong" romof="dkong">|
|    ||    ||<description>Donkey Kong (Japan set 1)</description>|
|    ||    ||<year>1981</year>|
|    ||    ||<manufacturer>Nintendo</manufacturer>|
|    ||    ||<rom name="c_5f_b.bin" size="4096" crc="424f2b11" sha1="e4f096f2bbd37281f42a5f8e083738f55c07f3dd" region="maincpu" offset="0"/>|
|    ||    ||<rom name="5g.cpu" size="4096" crc="d326599b" sha1="94c7382604d0a123a442d53f9641f366dfbb7631" region="maincpu" offset="1000"/>|
|    ||    ||<rom name="5h.cpu" size="4096" crc="ff31ac89" sha1="9626a9e6df0d1b0ff273dbbe986f670200f91f75" region="maincpu" offset="2000"/>|
|    ||    ||<rom name="c_5k_b.bin" size="4096" crc="394d6007" sha1="57e5ae76ef5d4a2fa9cd860b6c6be03b6d5ed5ba" region="maincpu" offset="3000"/>|
|    ||    ||<rom name="s_3i_b.bin" merge="s_3i_b.bin" size="2048" crc="45a4ed06" sha1="144d24464c1f9f01894eb12f846952290e6e32ef" region="soundcpu" offset="0"/>|
|    ||    ||<rom name="s_3j_b.bin" merge="s_3j_b.bin" size="2048" crc="4743fe92" sha1="6c82b57637c0212a580591397e6a5a1718f19fd2" region="soundcpu" offset="1000"/>|
|    ||    ||<rom name="v_5h_b.bin" merge="v_5h_b.bin" size="2048" crc="12c8c95d" sha1="a57ff5a231c45252a63b354137c920a1379b70a3" region="gfx1" offset="0"/>|
|    ||    ||<rom name="v_5k_b.bin" size="2048" crc="3684f914" sha1="882ae48ec1eabf5d350438dfec37ab20f7ee155d" region="gfx1" offset="800"/>|
|    ||    ||<rom name="l_4m_b.bin" merge="l_4m_b.bin" size="2048" crc="59f8054d" sha1="793dba9bf5a5fe76328acdfb90815c243d2a65f1" region="gfx2" offset="0"/>|
|    ||    ||<rom name="l_4n_b.bin" merge="l_4n_b.bin" size="2048" crc="672e4714" sha1="92e5d379f4838ac1fa44d448ce7d142dae42102f" region="gfx2" offset="800"/>|
|    ||    ||<rom name="l_4r_b.bin" merge="l_4r_b.bin" size="2048" crc="feaa59ee" sha1="ecf95db5a20098804fc8bd59232c66e2e0ed3db4" region="gfx2" offset="1000"/>|
|    ||    ||<rom name="l_4s_b.bin" merge="l_4s_b.bin" size="2048" crc="20f2ef7e" sha1="3bc482a38bf579033f50082748ee95205b0f673d" region="gfx2" offset="1800"/>|
|    ||    ||<rom name="c-2k.bpr" merge="c-2k.bpr" size="256" crc="e273ede5" sha1="b50ec9e1837c00c20fb2a4369ec7dd0358321127" region="proms" offset="0"/>|
|    ||    ||<rom name="c-2j.bpr" merge="c-2j.bpr" size="256" crc="d6412358" sha1="f9c872da2fe8e800574ae3bf483fb3ccacc92eb3" region="proms" offset="100"/>|
|    ||    ||<rom name="v-5e.bpr" merge="v-5e.bpr" size="256" crc="b869b8f5" sha1="c2bdccbf2654b64ea55cd589fd21323a9178a660" region="proms" offset="200"/>|
|    ||    ||<chip type="cpu" tag="maincpu" name="Z80" clock="3072000"/>|
|    ||    ||<chip type="cpu" tag="soundcpu" name="MB8884" clock="6000000"/>|
|    ||    ||<chip type="audio" tag="mono" name="Speaker"/>|
|    ||    ||<chip type="audio" tag="discrete" name="DISCRETE"/>|
|    ||    ||<display tag="screen" type="raster" rotate="90" width="256" height="224" refresh="60.606061" pixclock="6144000" htotal="384" hbend="0" hbstart="256" vtotal="264" vbend="16" vbstart="240" />|
|    ||    ||<sound channels="1"/>|
|    ||    ||<input players="2" buttons="1" coins="1" service="yes">|
|    ||    ||    ||<control type="joy" ways="4"/>|
|    ||    ||</input>|
|    ||    ||<dipswitch name="Lives" tag="DSW0" mask="3">|
|    ||    ||    ||<dipvalue name="3" value="0" default="yes"/>|
|    ||    ||    ||<dipvalue name="4" value="1"/>|
|    ||    ||    ||<dipvalue name="5" value="2"/>|
|    ||    ||    ||<dipvalue name="6" value="3"/>|
|    ||    ||</dipswitch>|
|    ||    ||<dipswitch name="Bonus Life" tag="DSW0" mask="12">|
|    ||    ||    ||<dipvalue name="7000" value="0" default="yes"/>|
|    ||    ||    ||<dipvalue name="10000" value="4"/>|
|    ||    ||    ||<dipvalue name="15000" value="8"/>|
|    ||    ||    ||<dipvalue name="20000" value="12"/>|
|    ||    ||</dipswitch>|
|    ||    ||<dipswitch name="Coinage" tag="DSW0" mask="112">|
|    ||    ||    ||<dipvalue name="5 Coins/1 Credit" value="112"/>|
|    ||    ||    ||<dipvalue name="4 Coins/1 Credit" value="80"/>|
|    ||    ||    ||<dipvalue name="3 Coins/1 Credit" value="48"/>|
|    ||    ||    ||<dipvalue name="2 Coins/1 Credit" value="16"/>|
|    ||    ||    ||<dipvalue name="1 Coin/1 Credit" value="0" default="yes"/>|
|    ||    ||    ||<dipvalue name="1 Coin/2 Credits" value="32"/>|
|    ||    ||    ||<dipvalue name="1 Coin/3 Credits" value="64"/>|
|    ||    ||    ||<dipvalue name="1 Coin/4 Credits" value="96"/>|
|    ||    ||</dipswitch>|
|    ||    ||<dipswitch name="Cabinet" tag="DSW0" mask="128">|
|    ||    ||    ||<dipvalue name="Upright" value="128" default="yes"/>|
|    ||    ||    ||<dipvalue name="Cocktail" value="0"/>|
|    ||    ||</dipswitch>|
|    ||    ||<configuration name="Video Hardware" tag="VIDHW" mask="1">|
|    ||    ||    ||<confsetting name="TKG-02 (Radarscope Conversion)" value="0"/>|
|    ||    ||    ||<confsetting name="TKG-04 (Two board set)" value="1" default="yes"/>|
|    ||    ||</configuration>|
|    ||    ||<adjuster name="VR2 - DAC Volume" default="90"/>|
|    ||    ||<driver status="good" emulation="good" color="good" sound="good" graphic="good" savestate="supported" palettesize="521"/>|