Donkey Kong is an arcade platform game released by Nintendo in 1981. It presented an early (if not the first) example of the platform genre, and was the first to incorporate multiple playfields, as well as the ability to jump. It is also the first game designed for Nintendo by Shigeru Miyamoto, and his influence was immediately apparent, as he introduced both the eponymous Donkey Kong and Mario (originally named Mr. Video and then Jumpman) in his debut game. Donkey Kong would become one of the most influential and commercially successful arcade games of all time, and some 35 years hence, competition for the highest score remains fierce.

Game Objectives

  • Emulator used: MAME-RR v0.139 v0.1-alpha
  • Aims for fastest game completion
  • Aims for maximum score without sacrificing Frames
  • Abuses programming errors
  • Manipulates luck
  • Entertains without sacrificing Frames
  • Becomes history's best-selling video game franchise

DIP Switch Settings

  • Bonus Life set to 20,000 points

Tricks and Glitches

Walk Backward:
When the joystick is held right or left while Mario is standing on a surface, he will move 1 pixel for each of the first 2 Frames and then move no Frames on every 3rd Frame. The joystick may be pressed in the opposite direction on the 3rd Frame of the cycle without disrupting Mario's rate of movement. Pressing the joystick opposite direction on the 3rd Frame of each cycle for successive cycles causes Mario to walk in a direction while facing the opposite direction.
Wiggle Walk:
When the joystick is held right or left while Mario is standing on a surface, he will move 1 pixel for each of the first 2 Frames and then move no Frames on every 3rd Frame. The joystick may be pressed in the opposite direction on the 3rd Frame of the cycle without disrupting Mario's rate of movement. Pressing the joystick opposite direction on the 3rd Frame of every other cycle (each 6th Frame) for successive cycles causes Mario to walk in a direction while alternating the direction he is facing. There are 2 types of Wiggle Walk: the "Noisy Wiggle" and the "Silent Wiggle". The type of Wiggle Walk is determined by the specific cycle on which the Wiggle Walk was begun. The "Noisy Wiggle" causes Mario's walking sound effect to be started on every 6th Frame. The "Silent Wiggle" causes Mario to move in essentially the same way, but without allowing Mario's walking sound effect to be played.
Manipulate RNG:
The RNG is affected by Mario's location, control input, and the Frame count. By using a combination of Walk Backward and Wiggle Walk, enemies and obstacles can be manipulated to spawn and/or behave in a favorable manner without sacrificing Frames.
Phantom Ladder:
This technique requires a Ladder with a "ceiling". This is a Ladder which Mario can climb, but which does not allow Mario to pass through to the surface above it. These occur only on the 25 m (Broken Ladder) and 50 m (Telescoping Ladder) Stages. When Mario has reached the "ceiling" of a Ladder, the joystick is held down for 4 Frames, and then the joystick is pressed up for 1 Frame. This causes Mario to move up beyond the "ceiling" by 2 pixels. By continuing this pattern of input, Mario can climb up a Phantom Ladder at the normal rate of 2 pixels per each 5 Frames.
Fall Through The Floor:
This is a known technique, applicable only to the oldest variant of the game (Japan set 3 by the MAME standard). The Cutting Room Floor has an informative article on Donkey Kong: https://tcrf.net/Donkey_Kong_(Arcade) If Mario is at X 207 and jumps to the right, he will fall just beyond the end of the girder from which he jumped, bounce off of the right edge of the screen, and fall through the next girder below him. Note that the article at tcrf.net incorrectly indicates this as a jump from X 240; this is not possible as Mario's maximum X position is only X 234. This also applies to a jump to the left made from X 49 on the left side of the screen. Mario can only fall through one girder. If Mario falls through a girder and lands on a 2nd girder, he is killed. If Mario falls through the bottom girder, he will also fall through the bottom of the screen and wraparound to the top of the screen, which immediately completes the Stage. It is the ultimate power in the universe.

Comments

The Japanese version plays through the Stages in order 1-2-3-4, while in the US version they changed the order of Stages to 1-4-1-3-4-1-2-3-4. As such, this TAS plays on the Japanese version of the game so as to display all 4 of the playfields more quickly.
In order to run this game, MAME requires both DKONGJO1.ZIP and DKONG.ZIP. DKONG.ZIP (US set 1) is the "Original" ROM set and DKONGJO1.ZIP (Japan set 3) is the "Clone" ROM set. MAME requires that any Clone ROM set also requires the Original ROM set to run, as the Original ROM set includes the information for the hardware shared between the 2 versions.

Stage By Stage Comments

25 m:
The Fall Through The Floor technique is used. This technique saves 196 Frames compared to using the Phantom Ladder technique at the first Broken Ladder, and saves 829 Frames saved compared to the fastest normal completion of the Stage.
50 m:
Cement is manipulated to spawn at a favorable location. It is not possible to fully climb up the Telescoping Ladder before it begins to descend. The Phantom Ladder technique is used to supersede this effect. Using the Phantom Ladder technique saves 239 Frames saved compared to the fastest normal completion of the Stage.
75 m:
It is not possible to reach the descending platform in time to jump onto the girder above the nearest short Ladder. Mario must instead jump to the girder below and climb up.
100 m:
The Fireballs are allowed to spawn randomly and are then manipulated to behave in a favorable manner.

Other Comments

This TAS is dedicated to feos. Натурально! :)
Thanks to Fortranm for referring me to the TCRF article.

Noxxa: There are a few different ways of defining full completion for a game of this nature. Normally, an endless game of this sort would have completion defined by progressing through the game until the difficulty level is maxed out. However, since this is the version of Donkey Kong with the infamous kill screen, it is not technically endless, and an end-point could instead be defined by going up to the kill screen (and even a bit further beyond).
However, this movie does neither of the above, only going through each level once in their easiest difficulty - following the site movie rules, this does not constitute clearing the game.
As such, rejecting - but looking forward to seeing a version that takes on the legendary kill screen.
Noxxa: More than a year later - following a recent update on the rules regarding completion criteria of endless games, unrejecting and re-claiming this movie for judgment.
Noxxa: The movie rules on completion now have clarified that a game with some kind of ending can be published upon reaching that ending, even if the game is otherwise still an endless game. As such, taking into account good audience response, accepting for Moons.
feos: Pub.


TASVideoAgent
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This topic is for the purpose of discussing #5325: £e_Nécroyeur's Arcade Donkey Kong in 01:29.94
Spikestuff
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I'm still more interested in watching it go to Kill Screen as this is the Arcade version. But if it becomes its own thing and has 2 different branches for the Arcade version so be it. Voting a weak Yes on Entertainment.
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Fortranm
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The legendary Donkey Kong is finally here. Yes vote. It's a shame that MAME-RR v0.139 doesn't support D2K: Jumpman Returns. Hopefully this hack can be TASed one day as well.
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Are the levels in the American version any harder? If not, then it doesn't look like it's worth it to go the longer way just to see some screen, since the content would be exactly the same, just copypasted a few times.
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Well! Publication of this should be interesting. Its identical to the anniversary hack adelikat did, so maybe it should obsolete that? Idk.
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Fortranm
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feos wrote:
Are the levels in the American version any harder? If not, then it doesn't look like it's worth it to go the longer way just to see some screen, since the content would be exactly the same, just copypasted a few times.
"150m" can be a good goal for American release. The level order would be 1-4-1-3-4-1-2-3-4-1-2-1-3-4-1-2-1-3-1-4. The difficulty does increase as you repeat the levels.
arandomgameTASer wrote:
Well! Publication of this should be interesting. Its identical to the anniversary hack adelikat did, so maybe it should obsolete that? Idk.
That one is an 100% run, and the glitch used in the first level in this TAS is arcade-exclusive.
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Voted yes, this was a really good watch. Would it be possible to beat the kill screen with the 25m glitch?
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Finally a Arcade Donkey Kong TAS! Very good use of glitches and tricks! Yes vote!
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Yes vote. I know a lot of people (myself included) are looking forward to a max score, fastest kill screen, 'until difficulty stops increasing' or whatever category TAS, but any% is definitely enough for now, especially with the cool glitch in 25m.
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Dunno about the kill screen being mandatory, but if the difficulty keeps increasing infinitely, it doesn't solve the problem either..
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Watch from 6:20 Link to video
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Kinda disappointing to only see the first level. Each screen has 5 levels of difficulty before looping, and this TAS only showcases the easiest level. I'm not sure how much of a factor it is in the end though, considering the techniques used. Details about region differences and difficulty modifiers. What I've seen is really entertaining though, so I'm voting Yes even though I'm craving for more. ;)
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The idea of having 2 versions published, one in Moons due to being short and entertaining to most people, and the other in Vault as an actual speed record and, supposedly, full completion, is interesting, but that way the latter will contain the entirety of the former in it, creating the obsoletion possibility, and we've had examples of Vault runs obsoleting Moons branches that were unvaultable. #3998: MESHUGGAH's NES Cross Fire in 05:52.50
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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arandomgameTASer wrote:
Well! Publication of this should be interesting. Its identical to the anniversary hack adelikat did, so maybe it should obsolete that?
I'm supportive of this idea. The anniversary hack was basically a poor substitute for not having the arcade version. This one is superior in every way.
Spikestuff wrote:
I'm still more interested in watching it go to Kill Screen as this is the Arcade version. But if it becomes its own thing and has 2 different branches for the Arcade version so be it.
I'd be highly interested in a kill screen version, more so than this version. Personally, I'd argue that it is a must for this game, since the game continues to increase in difficulty rather than simply repeat.
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Short and sweet, I liked it. Nice to see such big timesavers in a game as simple as this. Voting yes!
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Wouldn't the first kill screen be bypassed using the drop through floor glitch, pushing it to the next level instead?
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IIRC the kill screen is due to a timer of 400 because of an overflow; I don't think Mario can reach the edge of the screen before it runs out.
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arandomgameTASer wrote:
Well! Publication of this should be interesting. Its identical to the anniversary hack adelikat did, so maybe it should obsolete that? Idk.
I thought the vault allows for multiple console versions, but I'm not sure how it would apply here.
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adelikat wrote:
I'd be highly interested in a kill screen version, more so than this version. Personally, I'd argue that it is a must for this game, since the game continues to increase in difficulty rather than simply repeat.
I concur. The regular goal for endless games is "when the difficulty stops going up", not "when you see the first level again".
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Spikestuff wrote:
I'm still more interested in watching it go to Kill Screen as this is the Arcade version. But if it becomes its own thing and has 2 different branches for the Arcade version so be it. Voting a week Yes on Entertainment.
I'm pretty sure the glitch shown in the first stage of the TAS could get around the kill screen. Personally, I'd much rather see a score attack on this game. As opposed to a speedrun.
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Watch a video of the actual kill screen, and you can clearly see that there's easily enough time.
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Won't he still die in the next stage?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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feos wrote:
Won't he still die in the next stage?
Still, beating a so famous kill screen would be a great achievement.
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Rumor has it that completing the Kill Screen stage the next stage won't result in a Kill Screen.
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Noxxa
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Spikestuff wrote:
Rumor has it that completing the Kill Screen stage the next stage won't result in a Kill Screen.
Can anyone test this? It'd be nice to know for sure just exactly how far a TAS could go in this game/version.
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