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Donkey Kong (US set 1)

Donkey Kong (c) 07/1981 Nintendo.

An absolutely legendary arcade game in which the player takes on the role of Jumpman - who would be renamed 'Mario' and 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 evil giant ape, Kong.

Jumpman is controlled with a the joystick and the JUMP button and must be jump over and avoid rolling barrels thrown by Kong; jumping over fireballs and cement tubs and avoiding bouncing rivets as he traverses the levels; moving along girders and conveyor belts and utilizing ladders and elevators. For additional points, Jumpman can collect umbrellas, hats, purses and other bonus items that the girl has dropped on her way to the top of the building. The player can also grab a hammer (by jumping up to it) to smash barrels, fireballs, and cement tubs which earns the player additional bonus points. The hammer can only be used for a limited amount of time, however.

On the Girder, Elevator and Conveyor Belt levels, whenever Jumpman reaches Pauline, Donkey Kong will grab her and carry her off to the next higher level. But on the Rivet level, Jumpman 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 Jumpman and Pauline will be together again for good. The game then starts over again with an increased difficulty level.

- TECHNICAL -

Donkey Kong machines came in one of four different cabinets. Two flavors of upright machines, plus a cabaret, and a cocktail thrown in for good measure. The cocktails and cabarets were mostly black and woodgrain, and not excessively decorated. But the upright versions were. The red upright versions are actually "Radarscope" cabinets that have been factory converted to Donkey Kong. These are fairly rare (even though they were supposed to be the only Donkey Kong machines), and feature slightly different game-play. 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).

Main CPU : Z80 (@ 3.072 Mhz)

Sound CPU : I8035 (@ 400 Khz)

Sound Chips : DAC, Samples

Screen orientation : Vertical

Video resolution : 224 x 256 pixels

Screen refresh : 60.00 Hz

Palette colors : 256

Players : 2

Control : 4-way joystick

Buttons : 1 (JUMP)

- TRIVIA -

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. After winning a couple of lawsuits, Nintendo licensed out Donkey Kong to other manufacturers who created the table top games.

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 "Radarscope". 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.

The Jumpman character was renamed Mario after Mario Segali, the landlord of Nintendo of America's first warehouse location in Seattle (thought it was debated whether this occurred before or well after the game was released). 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.

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.

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.

Steve Wiebe holds the official record for this game with 947,200 points on March 2, 2002.

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', in the 1984 movie 'Gremlins' and in the 1985 movie 'The Heavenly Kid'.

A Donkey Kong machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.

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 game-board 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 actor/comedian Soupy Sales.

- 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 level 22 expires so quickly, that the first 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 screens 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 screen order as follows :

L1 1-4

L2 1-3-4

L3 1-2-3-4.

L4 1-2-1-3-4

L5 1-2-1-3-1-4

L6 through L21 all remain the same as L5

L22 1 (Kill screen).

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.

- SCORING -

Jumping Red or Blue Barrels :

1 Barrel : 100 points

2 Barrels : 300 points

3 Barrels : 500 points

4 Barrels and more : 800 points

Jumping over a Fire Monster : 100 points

Destroying Red Barrels with hammer : 300 points

Destroying Blue Barrels with hammer : 500 points

Destroying Fire Monsters : 500 points

Picking up the Purse, Hat, and/or the Umbrella :

Level 1 : 300 points

Level 2 : 500 points

Level 3 : 800 points

Every level after 3 is 800 points.

Bonus points (starting) :

Level 1 : 5000 points

Level 2 : 6000 points

Level 3 : 7000 points

Level 4 : 8000 points

Every level after 4 is 8000 points.

- TIPS AND TRICKS -

* When you start the game, Mario will start at the fire barrel on the bottom level of the Girders. Your job is to navigate him to the top so that he can progress to the next levels. Here are some strategies for each level...

* GIRDER :

1) On Level 01, the Girders are pretty easy. Donkey Kong will start the show by dropping a barrel into the fire barrel igniting it. After a couple of seconds, a Fire Monster will jump out and dance about. On the later Girder screens, Donkey Kong will throw the barrel diagonal toward the lower right corner. If you are running toward that ladder, you and the barrel may have an unexpected encounter. On the later levels, it's better to hesitate briefly, then start running so you can jump that barrel.

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 2's, 3's, and even 4's. 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.

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 Fire Monster on this screen is rather sedate, it still can pose a danger. If you take too long on the level, the Fire Monster will eventually climb the ladders to higher platforms so it is important to move up quickly and safely.

* RIVET : This is probably one of the easiest levels to go through...

1) There is no real pattern to taking out the rivets holding the girders. What you must really be wary of are the Fire Monsters. At the later levels, the Fire Monsters move quite a bit faster and they become more aggressive.

2) One tactic is to get on one side of the rivet. Right as a Fire Monster gets right next to Mario, jump backward over the rivet. You will gain 100 points and remove the rivet. Fire Monsters 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 real quick.

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 Fire Monsters and there is nowhere left to go.

* ELEVATOR : Probably the hardest level in Donkey Kong. It's the one that players have the most trouble with...

1) Mario will start out on the bottom of the leftmost girder. This level has a few hazards you must negotiate :

a) The gaps between the girders. A sure hand and jump at the right place will prevent tragedy.

b) The elevators themselves can be hazardous if you don't jump off in time. Mario will be caught in the gears either in the uppermost or lowermost 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 Fire Monster is in the way, jump back to the top of the girder on the left.

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 level requires practice to perfect your techniques. Fortunately, there is only one elevator screen per level after the 03 level. Remember, Mario cannot survive long falls.

* PIE FACTORY : Another relatively easy screen. You just have to watch out for Fire Monsters and conveyer belts...

1) The conveyer 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 pies. They come up randomly and Mario will lose the battle if a pie hits him. The same goes for the Fire Monster that is born from the fire barrel.

3) If Mario goes off the edge of the screen on a conveyer belt he will lose that battle.

4) Any platforms that have circles on one or both of the ends are conveyer belts. That means the very bottom and third platforms are not conveyer 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 pies. Just make sure the Fire Monster isn't around to harass you. Once the ladder extends to the next platform, climb it.

6) On this level, 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.

7) As in the elevators, Mario cannot survive long falls such as the distance between platform 3 and 2.

- STAFF -

Designed by : Shigeru Miyamoto

Music by : Hirokazu Tanaka

Produced by : Gunpei Yokoi

- PORTS -

* Consoles :

Colecovision (1982) : Does not have the Pie Factory screen, but a rare "Super" offering does. The Elevator screen does not have the springs; it has one or two Fire Monsters on Donkey Kong's level instead.

Mattel Intellivision (1982) : Has only the Girder and Rivet screens.

Atari 2600 (1983) : Has only the Girder and Rivet screens.

Atari XEGS

Atari 7800 (1988) : Does not have the Pie Factory screen.

Nintendo Famicom (1986) : Does not have the Pie Factory screen.

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 (1994) : features multiple stage settings, starting with the original four.

Nintendo 64 (1999, "Donkey Kong 64") : unlockable extra.

Nintendo Game Boy Advance (2002, e-Reader Series)

Nintendo Game Boy Advance (2004, Famicom Mini Series) : Identical to Nintendo Famicom's 1986 offering; does not have the Pie Factory screen.

Nintendo Famicom Disk : Does not have the Pie Factory screen.

* 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)

PC [Booter] (1983, "Gorilla Gorilla", a part of the "Friendlyware PC Arcade" suite) : Uses ASCII characters for graphics. Offers 3 different types of games: Game 1 is the traditional - You start on the Girder screen. Game 2 - You start on the Rivet screen. Game 3 - You start on the Elevator screen. The Pie Factory screen is omitted.

Commodore VIC-20 (1983)

Apple II (1983)

Atari 800 (1983)

Commodore C64 (1983)

TI99/4A (1983, "Donkey Kong", Atarisoft)

BBC B (1984, "Killer Gorilla" - Micropower)

Acorn Electorn (1984, "Killer Gorilla" - Micropower)

Amstrad CPC (1986)

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!

MSX

PC [MS-DOS] (1997, "ChampKong" - 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

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Cyber-Lip

Cyber-Lip (c) 11/1990 SNK.

A platform shoot-em-up from SNK that borrows heavily from Konami's "Contra" series. Players must battle through armies of androids and hulking end-of-level bosses in order to restore peace to the world.

Cyber-Lip has two shooting modes, one for standard weapon use and one for throwing grenades. Players can switch between the two modes at any time, but only can carry a limited amount of grenades. Weapon power-ups and additional grenades can be be picked up as players fight through the levels. At the end of certain levels, the game's hero will enter an elevator and players can then choose to go up or down, depending on which route they wish to take.

- TECHNICAL -

SNK Neo-Geo MVS hardware

Game ID : 0010

Main CPU : 68000 (@ 12 Mhz)

Sound CPU : Z80 (@ 4 Mhz)

Sound Chips : YM2610 (@ 8 Mhz)

Screen orientation : Horizontal

Video resolution : 320 x 224 pixels

Screen refresh : 59.19 Hz

Palette colors : 4096

Players : 2

Control : 8-way joystick

Buttons : 3

=> [A] Shoot, [B] Jump, [C] Arms select

- STAFF -

Producer : Eikichi Kawasaki

Directors : Deru-Deru, Ousama

Programmer : Shochan

Sound : Tate Norio

F. Designers : Higashi Pon, Miss.Jra

B. Designers : Ok Goo!, Crazy Love

- PORTS -

* Consoles :

SNK Neo-Geo CD (1995) : The game will display a cut scene telling the game's story.

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Lifeforce (US)

Lifeforce (c) 10/1986 Konami.

- TECHNICAL -

Game ID : GX587

Main CPU : 68000 (@ 9.216 Mhz)

Sound CPU : Z80 (@ 3.579545 Mhz)

Sound Chips : VLM5030 (@ 3.579545 Mhz), K007232 (@ 3.579545 Mhz), YM2151 (@ 3.579545 Mhz)

Screen orientation : Horizontal

Video resolution : 256 x 224 pixels

Screen refresh : 60.61 Hz

Palette colors : 2048

Players : 2

Control : 8-way joystick

Buttons : 2

- TRIVIA -

This game is known as "Salamander" in Japan, but it was re-released one year later in Japan as "Lifeforce" (06/1987).

Jason Wilson holds the official record for this game with 526,800 points.

Apollon Music released a limited-edition soundtrack album for this game (Original Sound of Salamander - BY-5020) on 16/12/1986.

King Records released a limited-edition soundtrack album for this game (Salamander - Again : Konami Kukeiha Club - KICA-7601) on 25/05/1992.

Sony Music Entertainment released a limited-edition soundtrack album for this game (Salamander Arcade Soundtrack - KOLA-030) on 09/04/2003.

- UPDATES -

Salamander, the original Japanese release, was originally a spin-off of "Gradius", but with a simplified power-up system and overhead stages.

Lifeforce, the US release, is just like the Japanese original only with slightly different color palettes.

Lifeforce, the Japanese re-release, has more organic looking graphics and adopts the "Gradius" power-up system.

- SERIES -

1. Nemesis (1985)

2. Lifeforce (1986)

3. Gradius 2 (1987, MSX)

4. Vulcan Venture (1988)

5. Nemesis 3 - The Eve of Destruction (1988, MSX)

6. Gradius III (1989)

7. Gradius - The Interstellar Assault (1991, Nintendo Game Boy)

8. Nemesis '90 Kai (1993, Sharp X68000)

9. Salamander 2 (1996)

10. Solar Assault - Gradius (1997)

11. Solar Assault - Revisited (1997)

12. Gradius Gaiden (1997, Sony PlayStation)

13. Gradius IV - Fukkatsu (1999)

14. Gradius Generation (2002, Nintendo Game Boy Advance)

15. Gradius V (2003, Sony PlayStation 2)

- STAFF -

Game programmers : Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takahori, Ikuko Minowa

Video graphic designers : Jun Sakurai, Miki Yoshikata, Ikuko Bando

Sound editors : Yoshiaki Hatano, Miki Higashino

Engineer : Yasushi Furukawa

- PORTS -

* Consoles :

Nintendo Famicom (1988)

Sega Saturn (1997, "Salamander Deluxe pack Plus")

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Crime City (World)

Crime City (c) 1989 Taito.

A one or two player sideways scrolling platform shoot-em-up in which two cops, by the name of Tony Gibson and Raymond Brody, fight gangs of criminals over six platform-strewn stages. Each stage centres around a specific criminal activity, such as bank robbery or smuggling. The ultimate goal in Crime City is to find the King-pin 'boss' characters that await the players at the end of each level, and arrest them.

The game's heroes start each level armed with a pistol, and extra weapons become available as players progress through a level. Both the pistol and additional weapons have only a limited amount of ammunition, and if players runs out of ammo, they will only be able to punch or "somersault attack" into attacking enemies. Each stage features numerous background items that can be used to attack enemies, such as wooden barrels, boxes and hanging lights. When shot, some criminals drop packets of illegal drugs, which can be picked up for bonus points.

Crime City's gameplay takes its inspiration from both Namco's "Rolling Thunder" and Sega's "Shinobi".

- TECHNICAL -

Taito B System hardware

Board Number : K1100470A

Prom Stickers : B99

Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)

Sound Chips : YM2610 (@ 8 Mhz)

Screen orientation : Horizontal

Video resolution : 320 x 224 pixels

Screen refresh : 60.00 Hz

Palette colors : 4096

Players : 2

Control : 8-way joystick

Buttons : 2

- TIPS AND TRICKS -

* Level Select : Boot machine with service switch pressed.

Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.

Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button.

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Judge Dredd (Rev C Dec. 17 1997)

Judge Dredd Arcade (c) 11/1997 Acclaim.

- TECHNICAL -

Main CPU : SPU (@ 16.9344 Mhz)

Sound Chips : SPU (@ 16.9344 Mhz)

Screen orientation : Horizontal

Video resolution : 640 x 480 pixels

Screen refresh : 60.00 Hz

Palette Colors : 65536

Players : 2

Control : 8-way joystick

Buttons : 6

- TRIVIA -

The game was NOT based on the film at all - in fact it was begun long before programmers/designers knew about the film. During it's lifetime it went through three name changes (two being completely non-dredd related) before finally changing back into a Dredd based game!

- UPDATES -

REV. B :

* Build date : "12 :22 :24 Nov 26 1997"

REV. C :

* Build date : "12 :08 :44 Dec 17 1997"

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