Shmuplations Translates An Interview With An Arcade Donkey Kong Programmer

The name of Ikegami Tsushinki Co. is a bit better known nowadays. For a long while Nintendo was content to just let the world believe they were entirely responsible for their early blockbuster arcade hit Donkey Kong, but eventually word got out that all of its program, and large portions of its design, were the work of a number of uncredited employees of that company. While Nintendo owns the trademarks over the game, the copyright of the arcade game’s code appears to be owned by Ikegami Tsushinki, or perhaps held in joint between them and Nintendo.

One of Shireru Miyamoto’s original notes for the design of Donkey Kong, at that time envisioned as a Popeye game.

Which is it precisely? Look, when you write a daily blog you don’t have time to hunt up Japanese legal records. What is important though is that this is why Nintendo doesn’t have the rights to just rerelease arcade Donkey Kong willy-nilly. To date, they have used it once since the classic arcade era: an inclusion in the N64 Rare title Donkey Kong 64. Mind, there has been an Arcade Archives release from Hamster; I presume they got the rights from both Nintendo and Ikegami Tsushinki. It’s for this reason that Nintendo almost always presents NES Donkey Kong in compilations, which is similar but differs from the arcade game in many important ways.

Hirohisa Komanome was one of the people at that company that worked in concert with Nintendo’s Shigeru Miyamoto, and several other employees of Ikegami Tsushinki, to complete the design and implement Donkey Kong from Miyamoto’s notes, finishing it in only around three months. Donkey Kong came out in July of 1981, meaning it was probably began around the beginning of the year. The quickness of their work would prove to be essential: remember, the American arcade industry collapsed in 1983, when many promising games would be abandoned or released to greatly diminished profits. If Donkey Kong had been released a little later, it may not have become such a fondly remembered hit.

Kate Willaert commissioned the translation by Alex at Shumplations of an article written by Hirohisa Komanome that was published in 1997 in the Japanese publication bit. It’s up on their site here. Given that Nintendo tends to be very tight-lipped when letting their employees talk to the press, it’s probably good for us that Donkey Kong was implemented by an outside company, or else this account of the game’s creation may never have seen print, or our eyes.

Donkey Kong: A Record of a Struggle translated into English (shmuplations.com)

Sundry Sunday: brentalfloss’ DK Rap 2018 (NSFW)

Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.

Six years ago brentalfloss did a parody video of the infamous “DK Rap” from the opening of Donkey Kong 64, updated for the times. It’s hilarious, but also disturbing and sad. Summary: Donkey Kong became a gun nut, Diddy is a MRA incel jerk, because of Tiny bees are dying out, Lanky’s the reason this video is NSFW, and Chunky’s… well, you can find out for yourself.

It’s all pretty saddening, but truthfully in line with how game culture has gotten worse over the years too. Ah well, at least Parappa’s still good and pure!

DK Rap 2018, “Where are they now” (brentalfloss on Youtube, 4 minutes)

Romhack Thursday: DKAFE

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

We’ve not done Romhack Thursday for a while. As the winds of the ‘net, and my attention, blow around randomly, sometimes there’s more things that seem worthy of posting than others. This one definitely fits the bill though.

We’ve posted about 10yard’s intriguing Donkey Kong hacks Galakong and Vector Kong before. I don’t think they’re actually hacks in the classic sense of the term, modifications of a game’s software intended to run on its original hardware, or at least an emulation or simulation of it. Galakong might, and Vector Kong definitely does, rely on Lua support in MAME to produce, respectively, a version of Donkey Kong where Mario teams up with the ship from Galaga, and another version of Donkey Kong limited to the Girders stage, a.k.a. Ramps, but with sharp colorful line-drawn artwork akin to that produced by Atari’s later Vectorscan monitors.

10yard let us know that they have produced a front-end to a variety of Donkey Kong romhacks, 90 in total. It runs on Windows an Raspberry Pi, although if it runs on the latter I suppose it must also be possible to get it to work on Linux? Maybe?

It’s not just a front end though. It presents all of its mods through an interface that itself plays like Donkey Kong! You move Mario around the levels of the classic arcade game (they’re connected vertically), and each is littered with arcade machines. You can play them with coins collected them as DK rolls them through the boards, and also earned by getting good scores in each game. Collecting more coins not only gives you more chances to play, but it unlocks further games in the collection.

You download the package from the Github page linked above. You must also provide the MAME-compatible romsets for Donkey Kong, Donkey Kong Jr. and Donkey Kong 3. (It might work without without all of them, but fewer games will be available.) Of course, it’s up to you to rip, or otherwise provide, those files. If you provide them, it’ll handle all the patching for you automatically. It even includes its own custom version of MAME to play them.

Both Galakong and Vector Kong are among the hacks provided, but there’s so much more to see and play besides those, including Halloween, Christmas and Doctor Who themes hacks. There’s really too many to mention here, and I’ve only started unlocking games myself. I’ll leave you with the closing link, and some screenshots of the hacks included that I’ve managed to unlock so far.

DKAFE (by 10yard, for Windows and Raspberry Pi, on Github)

Most of the hacks include a screen like this one, that tells you what scores you must reach in order to earn coins. 3rd place usually isn’t terribly difficult to reach. For many games, a 1st place score will be reached around the time of the Conveyors board in Level 3.
This is the game selection mode. Coins you earn are rolled down the ramps from the top of the screen; you have to collect them in order for them to count!
Before starting each hack, you’re presented with a text description of the game and how it plays, and who made it.
Here’s Galakong, which has been linked from this site before. The game is slightly easier, objectively speaking, than standard Donkey Kong, but it’s easy to get your attention split between the ship and Mario and make mistakes because of it.
Pac-kong replaces the roaming fireballs with the ghosts from Pac-Man. They move mostly randomly, like the fireballs, did, but they’re much faster. You can become invincible by collecting an Energizer, which turns Mario into Pac-Man temporarily. Pac-kong’s one of the harder hacks present.
Donkey Kong Anniversary Edition changes the boards slightly, and replaces the bonus items with presents and balloons. In case you didn’t know: you can collect items off the edges of girders by jumping at them: if you hit the edge of the screen during your jump, Mario will be bounced back to around the place he leapt from, and will (usually) be unharmed!
Donkey Kong Wizardry changes the Girders level substantially. They add new pits to leap over, changes to the way the ramps tilt, and adds other surprises. You get an advantage though: if you press the Player 2 Start Button (the 2 key), it’ll freeze the fireballs for several seconds.
Donkey Kong Lava Panic adds a tide of deadly fluid constantly rising up from the bottom of the screen. It becomes important to get the lower rivets on the Rivets board before they become submerged!
The Halloween and Christmas-themed hacks change the Girder stage greatly. When barrels (or whatever analogue that hack uses for them) fall off of a gap in the middle of the screen, they may randomly decide to go either direction, adding even more uncertainty to Mario’s progress. Be careful!

The Blog at perfectpacman.com

The URL makes it seem like it’s going to be entirely devoted to that specific classic arcade game, but lately it’s concerned itself with two other topics, both pretty interesting. Here’s a link to the site, for ease of access.

Most of the posts by weight recently have concerned the lawsuit by Billy Mitchell to force Twin Galaxies to retain his scores in Donkey Kong, which as the evidence mounts up against him, much of it recounted on the blog, became increasingly unlikely to prevail. According to the blog, there are several major discrepancies in the footage he provided of his scores, that made it evident that they were produced in MAME, which for various reasons disqualifies them for the category he was aiming for. That evidence is recounted on this subpage, but among the most telling is that Donkey Kong’s software draws its levels in a way that interacts with the CRT redraw to produce, on arcade hardware, a couple of frames where the boards are incompletely drawn in a distinctive way, that is not evident in Mitchell’s tapes.

Comparison from perfectpacman.com showing the screen drawn in a way distinctive to MAME, but not to the arcade hardware.

By this point Mitchell’s name seems to be mud in classic gaming circles, so presumably coverage of this topic is nearing its end on their blog. That’s probably for the best, as their other major beat is covering gaming challenges that Twin Galaxies offers bounties on, like escaping Midgar in FFVII without using Materia, or getting as many Gold Skulltulas as a player can in Ocarina of Time without taking damage. That’s the kind of gaming geekery we can get behind!

A Video on Nintendo Manga

I’m working on something big for you all, but it’ll take some time to get ready. So to free up time for working on that, here’s something I’ve been saving, a Youtube video exploring manga based on Nintendo characters, from the account of S Class Anime. Enjoy!

Exploring the World of Nintendo Manga (Youtube, 20 minutes)

Dall-E Sucks At Drawing Most Classic Video Game Characters

I had originally scheduled a post on this for a couple of weeks ago, but WordPress gained what I will euphemistically call a personality at that time, and the post developed a “critical error” whenever I tried to edit or view it. I kept pushing it back in the hopes of being able to figure out what was the trouble, but the trouble refused to be be figured out. So eventually I just remade the post.

Whether it’s intentional or not, if you ask Dall-E to depict a number of classic video game characters or elements, it’ll show itself to be surprisingly clueless. Here’s what I got from it:

Galakong

Another LUA-based game hack from 10yard! This one’s a mashup of two perennial arcade favorites, Galaga and Donkey Kong. Each level has a chevron powerup somewhere in it. When Jumpman picks it up, he’s joined by the spaceship from Galaga. The jump button is also the fire button! Further, the ship’s shots are piercing, and can destroy more than one enemy with a single blast.

You’d think it’d make the game much easier, but the difficulty of the game has been subtly increased to make up for it, plus controlling the ship as well as ol’ Jumpy is a distraction, so it’s still pretty challenging.

In addition to Donkey Kong, the hack’s github page notes that it works in Donkey Kong Jr. as well!

Galakong (github)

Vector Kong

Please pardon the stuttering, evidently capturing the game at high resolution was a bit much for OBS to bear.

Vector Kong is not a romhack of Donkey Kong. Instead, it’s a LUA script, run through MAME’s plugin support, that makes the graphics display as if they were on a vector monitor.

It doesn’t leave the game unaltered otherwise: the only boards playable are Girders, and it also skips over the scene at the opening. Still though, it definitely looks sharp! Here’s hoping creator 10yard applies this treatment to the rest of it someday!

Vector Kong (github)

News 1/24/22: Pokemon Collecting, Universal Mario World, Commodore 64 of Theseus

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter

Let’s make it quick this week-

Oli Welsh at Polygon tells us what we already knew, that No Zelda Game is Closer to Breath of the Wild Than The 1986 Original. We can’t recommend it whole-heartedly though because it gets in some digs on the older game, saying it’s nowhere near as much fun as Link to the Past, a statement I disagree with.

Hope Bellingham at GamesRadar tells us that U.S. Customs wrecked a sealed-in-box copy of Pokemon Yellow valued at over $10,000. I rather disagree with that valuation too. I thought all the misguided young people were losing their money in crypto these days? (Note: GamesRadar is one of those sites that waits until you start reading an article then puts up a blocking box begging you to subscribe. Hint to GamesRadar: NO, and if I were interested in subscribing my generous impulse would have been destroyed by your prompt!)

Image from The Guardian, probably ultimately from a promotional photograph

At the Guardian, the very British-named Oliver Wainwright reviews Super Mario World, not the game but the theme park in California, a part of Universal Studios Hollywood. The verdict: 8/10, good graphics, some replay value. I’ve been in a melancholy frame of mind as of late, so seeing those brightly-painted dioramas makes me wonder what they’ll look like in twenty years, when Universal Studios’ attentions have drifted to another big thing. Nothing ages quite as badly as a happy prop painted in primary colors.

I said I was going to make this quick, let’s keep moving. Maya Posch at hackaday talks about a project to build a Commodore 64 using new parts.

Ollie Reynolds found some Donkey Kong design documents on Twitter, from the days when it was planned to be a Popeye game. He found them retweeted by blogfriend Mike Mika of Digital Eclipse, who in turn found them looking through Mario history site Forest of Illusion.

News 12/1/22: DABLOONS

“We scour the Earth web for indie, retro, and niche gaming news so you don’t have to, drebnar!” – your faithful reporter

Quite a bit to get through today! Pull up a florb and moop for a bit!

Luke Plunkett at Kotaku informs us of Nintendo pulling support from the third-party tournament Smash World Tour, leaving them in a gigantic financial hole. This will severely harm tournaments’ willingness to trust Nintendo in the future, and the esports scene around future Nintendo products. Nintendo’s response at the end is especially frustrating, claiming they did not request any events be cancelled while still denying SWT a license, forcing them to cancel anyway.

Benj Edwards at Ars Technica: an AI from Nvidia can play Minecraft now, performing tasks based on text prompts. Congrats, you’ve invented a 10-year-old!

Image from Wario 64’s Twitter feed

After our initial post, I’ve purposely been trying not to talk up the Super Mario Bros. movie, but I do think this post from Ryan Leson at IGN is of interest, about Shigeru Miyamoto noting that Donkey Kong’s been a bit redesigned for the movie, still recognizably the Rare-made version of the character, but with some adjustments to more resemble the original version.

Here’s Rich Stanton at PC Gamer on the effort to preserve a Ridge Racer Full Scale, a version of the arcade game that featured an actual car chassis the player would sit it, had triple ultra-wide display, and cost operators $250,000. Very few were sold, and it’s possible only one survives, which was in Blackpool. After an arcade museum sought to purchase it, but refused when they learned of damage to the frame, it was thought lost, but although the physical structure of the unit has not been salvageable, the car portion and the hardware have been saved, and its code dumped. More can be read at Arcade Blogger.

Yep! I’m old.

Richael Watts at Rock Paper Shotgun has a piece up on Dabloontok, an RPG-ish thing a bunch of people are doing on TikTok, involving cat videos trading an imaginary currency called “dabloons.” This isn’t imaginary in the sense of crptocurrency, or indeed all money when you think about it; this is really imaginary. How many you have is completely on the honor system. Participants use it to “trade” with these cats, and they can also be “stolen” by them. The whole thing seems pretty silly overall, but it’s entertaining to learn about!

And at Engadget, I. Bonifacic remarks upon Pong turning 50 years old. Yeah, that number isn’t getting any smaller. It’s a useful retrospective, although I take issue with them saying that without Pong Nintendo would not exist. Nintendo is over a century old, originally making playing cards. What is more likely is they wouldn’t exist as we know them today-they may not have gotten into video games at all. (By the way, they make traditional Japanese game playing equipment too, like go boards!)

Sundry Sunday: The first episode of Saturday Supercade

This is a real rarity. Saturday Supercade has, to my knowledge, never been officially released on any media format. All of the tapes of this show date back to their original broadcasts in 1983-5. I’m sorry for the poor quality, but this is from a tape almost certainly recorded off of live television nearly 40 years ago.

The year 1983 was such a weird time in media history. Take for instance the movie Joysticks. A cheaply-made culture cash-in, essentially the Supervan of its decade, it was a teen sex comedy themed around arcades, and it could only have been released in 1983. In 1982 games were big, but it takes time for a movie to be made. In 1984, US arcades and consoles had crashed calamitously, and any projects in production would have been cancelled. Saturday Supercade also dates from 1983.

Saturday Supercade was a Saturday morning cartoon show that hosted a variety of different game characters and universes. By no means a classic of animation, there’s still a lot of interesting things about it. Donkey Kong gives Mario and Pauline their modern names (decided on around the time of Donkey Kong Jr’s arcade release), and Donkey Kong is voiced by legendary early TV children’s entertainer Soupy Sales.

Frogger is depicted by the show as a reporter for a swamp’s newspaper. Q*Bert is a student in a 50s-styled high school, and other characters (including a girl Q*Bert, “Q*Tee,” not seen in the game) are imagined as his friends and rivals. Donkey Kong Jr has the young ape searching for his father, while assisted by a greaser. Pitfall’s cartoon is not only the sole home-original game to be featured on the show, but also lent two of its characters, Pitfall Harry’s niece Rhonda and mountain lion pet Quickclaw, to cameo roles in the game’s sequel Pitfall II: Lost Caverns. Kangaroo and Space Ace were introduced in the show’s second season. Yes, somehow, it got a second season.

The Wikipedia page of the show notes that episodes of Space Ace were once shown late at night on Cartoon Network, and once in a while can be spotted between shows on Boomerang, while “The Best of Q*Bert” is available as a print-on-demand DVD from Amazon. Other than that, many episodes are lost outside of master reels held by whatever company owns Ruby-Spears’ output these days, which I expect is Warner Media. There’s tons of Saturday Morning shows that are lost; this one only survives to us in any form because classic video games have oddly persisted in this weird cultural cul-de-sac, the same one that made Wreck-It-Ralph an improbably hit for Disney.

So please, enjoy, or else, experience whatever substitute for enjoyment you can bring yourself to feel while watching an old old kids cartoon from the classic arcade era. Queasiness? Unease? Existential dread?

Arcade Heroes Reviews Mario’s Arcade History

Image borrowed from Arcade Heroes-so that I can promote the post it came from!

It’s a great article! It starts out covering the classic-era games everyone remembers, Donkey Kong, Donkey Kong Jr. and Mario Bros., and then slowly gets less and less well-known. It even mentions the two Gottlieb pinball games!