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An 8-bit Extravaganza!

kong

NOV
13
2020
0

#160 – Donkey Kong

DK –- Donkey Kong is here!

A well constructed title!

To Beat: Reach the ending
To Complete: Beat Loop 6
What I Did: Completed the game
Played: 6/16/20 – 6/17/20
Difficulty: 2/10
My Difficulty: 4/10
My Video: Donkey Kong Longplay

Donkey Kong is a special NES game for several reasons.  It was Nintendo’s first huge arcade hit.  It was the debut game for Shigeru Miyamoto, who went on to create countless new series and characters, including some of the best games of all time.  This is part of the “Black Box” series of games which were the first set of games released on the NES in 1985.  Large chunks of gaming history can be traced back to Donkey Kong.  I may not be able to do full justice to this pivotal and essential video game, but I am happy to cover it today.

The history of Donkey Kong begins with Radar Scope.  Space Invaders was a gigantic hit in the arcades and companies raced to create their own clones of Space Invaders to cash in on the hype.  Radar Scope was Nintendo’s answer to Space Invaders.  It did well in Japan and they wanted to release the game in North America.  The problem was that the arcade machines took 4 months by boat to reach the US and by then interest had waned.  Nintendo sent 3000 machines to the US but only 1000 sold, with the other 2000 units languishing in a warehouse.  Nintendo’s president Hiroshi Yamauchi had the idea to convert the unused Radar Scope cabinets into a different game, so he tabbed Shigeru Miyamoto to come up with a replacement game, and thus Donkey Kong was born.  

Donkey Kong was first released in arcades in July 1981 in both Japan and North America, with a European version appearing later in 1981.  It was published and developed by Nintendo.  This is one of the few Nintendo games to be ported to other consoles and computers.  It appeared on all sorts of home computers, as well as home console ports for the Atari 2600, Colecovision, and Intellivision.  Coleco developed a mini arcade version of Donkey Kong, and Nintendo made a Donkey Kong Game & Watch handheld.  Donkey Kong was one of three launch titles for the Famicom, alongside Donkey Kong Jr. and Popeye.  Those three games and the Famicom console was released in July 1983 in Japan.  Surprisingly, Donkey Kong was not a launch title for the NES in 1985, instead releasing in June 1986 in North America and October 1986 in Europe.  This version of Donkey Kong was re-released several times in various forms.  The NES has a compilation cart, Donkey Kong Classics, that contains both Donkey Kong and Donkey Kong Jr.  It was released in 1988.  The game appeared within Animal Crossing on Gamecube in 2002.  It was a downloadable title on Virtual Console for Wii, Wii U, and the Nintendo 3DS.  It has a GBA port as part of the Classic NES series, and it even had an e-Reader version on scannable cards.

Iconic platforming action!

The plot and outline of the game are very simple.  You play as Mario who is ascending a construction site to save Pauline from the clutches of Donkey Kong.  Our antagonist has several traps to thwart Mario, including rolling barrels, fireballs, and bouncing jacks.  The game takes place over three rounds, all single-screen levels.  The original arcade version has four distinct stages, but famously the cement factory stage was omitted from this version of the game entirely.  Clear all three stages to beat this game.

The title screen is a simple one.  It does include a tune that was created new for this port of the game.  You can select from either single player or two-player alternating play, and you can also choose from Game A or Game B.  Mode A is the standard mode, and Game B starts off more difficult.  Press Select to choose which option you want, then press Start to begin the game.

This is a simple game to play.  You use the D-pad to move Mario around.  He can move Left and Right with the respective buttons.  He can climb ladders by pressing either Up or Down, but he must be positioned pretty close to the center of the ladder to move successfully.  You can move partway up or down on the ladder and Mario will hold on.  He can jump by pressing A.  Mario can jump across gaps that are two girder tiles wide — about the width of Mario himself.  He is only permitted to jump down that same distance.  Any falls further down and Mario dies.  He also cannot jump off ladders, only climb up and down.

Some information is displayed at the top of the screen.  The top row contains your score.  The left side, labeled with an I, is score for the first player.  In a two-player game, the second player’s score is shown on the right side, labeled with II, otherwise it is omitted.  The high score for this session is in the center.  On the right side there are three boxes with more information.  The M shows how many extra Marios you have in reserve.  The game begins with two extra lives and you can earn an additional life if you reach 20,000 points.  The bonus is the number of points you get added to your score when you finish the stage.  This acts as a timer as well, counting down from 5000 slowly as you play.  If the bonus reaches 0, the timer runs out and you lose a Mario.  The L is the loop counter.  The game starts off on Loop 1 and this counter increments every time you clear the game.

The final approach in this stage is the hardest.

The first stage is the iconic climb to the top.  Donkey Kong hangs out at the top next to a stack of barrels, dropping them down.  Mostly he rolls them down the slanted girders as they zig-zag down the screen.  Sometimes he throws one directly down, skipping the girders.  He can also throw a barrel that bounces down diagonally.  There is an oil drum at the bottom next to where Mario starts.  When a barrel strikes the oil drum, it catches fire and a flame pops out that patrols the bottom two girders.  There can be two flames going at once, forcing you to climb up quickly to avoid them.  Mario can avoid the rolling barrels by jumping over them, which nets you 100 points.  Sometimes the barrels can roll down ladders instead of continuing on their natural path.  Also, there are broken ladders that Mario can climb up or down partway, but the barrels can fall through no problem.  You always should be prepared for an unexpected barrel drop either down a ladder or thrown down by Donkey Kong.  Mario has a form of attack with the two hammers located in this stage.  Simply jump into it to collect it.  Now Mario will temporarily swing the hammer around, destroying barrels at a 500 point bonus.  The downside is you cannot climb ladders when wielding the hammer, so you have to wait until the effect wears off.  This is a simple screen by appearances but has a lot of complexity to it.

The second stage throws some new tricks at you.  To start, you have an elevator to the right that moves upward.  Mario must jump onto the moving platform as it is rising to cross over.  At the top is Pauline’s parasol that you can collect for an 800 point bonus.  There is another elevator that moves down farther right, and in the island in between are two platforms connected by ladders and a flame that patrols the area.  Mario dies if he touches either the top or the bottom of the elevator.  Once you time your way through this section, now there is another climb up to the top of the screen.  Here you will have to deal with the bouncing jacks that you have watched up above.  They enter the screen from the top left, bounce along the top girder and fall all the way down when they reach the end.  The jack’s path crosses the platforms Mario uses to get to the top.  There is also another patrolling flame along a side path to the purse, another point-netting item.  Once you get to the topmost girder, now you have to time your approach and ladder climb to the top without getting hit by the constantly spawning jacks.

Avoid the fireballs and bring DK down.

The third and final stage takes a different approach.  Donkey Kong is at the top-center, next to Pauline, on a simple screen of straight girders and ladders.  Fireballs appear off the sides of the screen, which wander around the playfield.  There are 8 orange bolts on this screen, and your task is to remove all of them.  Simply walk over them to pick them up, leaving a gap behind.  The gaps also block the fireballs as well, which can sometimes trap them on the edges of the screen.  There are a couple of hammers you can use for some extra protection.  Once all 8 bolts are removed, there is a cutscene where Donkey Kong falls to the bottom and Mario and Pauline are reunited again!

Since this is a short game, the experience is extended through looping the game.  There are six distinct difficulty settings in this game.  Once you get to Loop 7 and beyond, the difficulty caps and you can keep playing for a long time if you are good enough.  In general, the enemies and traps move faster.  On the first screen, Donkey Kong throws barrels more quickly.  You will see them stack up in groups of two or three sometimes, and if there are too many some of them quietly roll off the edge of the screen before they reach the bottom.  In stage two, the fireballs move faster and the jacks appear slightly more often.  That becomes a major issue when trying to reach the top ladder.  In the final level, there are up to four fireballs and they move more quickly.  While the first loop isn’t too difficult, it gets trickier in the higher levels.

Donkey Kong on NES is a game I played a lot.  I got the Donkey Kong Classics cart early on when I was a kid.  As I remember it, we went to visit my aunt and uncle for Thanksgiving, and my cousin had a bunch of NES carts he didn’t play.  I got to take three of them home with me.  I chose Mega Man 2, Ironsword, and Donkey Kong Classics.  I had decent taste!  So, I played a fair amount of both DK games on that cart, never really getting much further than Loop 3 or 4.  This was the first time I tried to grind out the full six loop experience.

Things become a lot more hectic in later loops.

I expected this to be a more challenging goal than it ended up.  I actually completed my goal on the very first try, having not played the game in quite some time.  I reached the second stage in Loop 8. However, some technical issues prevented me from accepting that run.  First of all, I didn’t capture a picture of the Game Over screen in time to show the loop counter.  Second, I had messed around with OBS and accidentally had my voice commentary included in the recorded video.  The following night I played two more times to replicate the feat.  I ended up with a higher score, losing the game at the exact same spot as the first time.  I got my picture this time too.

Both the NES and arcade versions of Donkey Kong have a kill screen, where the game glitches out to the point when you can no longer clear it.  While the arcade version ends in Loop 22, the NES version goes all the way out to Loop 133!  The kill screen in both games happens due to an overflow bug in the bonus point calculation.  You start the game with 5000 bonus points possible, and it increases by 1000 each loop until it gets to 8000 in Loop 4 and after.  The calculation for the increase continues to take place, but after Loop 4 it is intentionally rounded down to 8000.  At Loop 133, the calculated value becomes greater than 255, the maximum value of an 8-bit number, at which point it loops back around 0.  Since this value would set the bonus lower than 8000, it is not rounded down.  In this particular case, Loop 133 begins with the bonus at 400 points.  Since this acts as a timer too, it is impossible for Mario to reach the top before the time runs out, causing Mario to lose all his lives.  There is a video by Tom Votava where he covers the kill screen and gameplay strategies for playing Donkey Kong at the highest level.

The arcade version of Donkey Kong is a timeless classic.  While not the first platformer, it was the first one to reach mainstream and inspired many other classic platformers.  The NES version plays very well, but it does feel incomplete missing the pie factory stage.  When you consider the time this game was made, the NES port was done very well.  The graphics closely resemble the arcade version.  The music is basic, and mostly just sound effects, but it is still iconic in its own right.  The controls work well, though climbing ladders requires a little bit more precision than you might expect.  The game is short and repetitive, but I think it holds up well enough.  There is enough randomness in the game to keep it appealing when the levels stay the same.  All that said, I don’t really recommend the NES version of the game when better, more complete versions of the game are available.

#160 – Donkey Kong

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comment : 0
 
AUG
10
2017
0

#49 – Kings of the Beach

No crowns required to be kings in this four-player volleyball game.

Very chill setting!

To Beat: Win a tournament
To Complete: Beat the game on the Difficult setting
What I Did: Completed the game
Played: 4/7/17 – 4/13/17
Difficulty: 5/10
My Difficulty: 5/10
Video: Kings of the Beach – Tournament Mode Final Matches

I am not good at sports. I still like to play them when I get the chance even though I wasn’t blessed with any ability. If there’s one game I am at least decent at, it would be sand volleyball. I organized a weekly sand volleyball night with a bunch of friends for several years, and that afforded me the opportunity to practice often. Now don’t let me fool you, I’m still not all that good at volleyball. However, I am pretty good at playing video games. Therefore, it shouldn’t be that much of a stretch for me to complete one of the few NES volleyball games.

Kings of the Beach is a volleyball game developed and published by Electronic Arts in 1988 on DOS. It was ported to the Commodore 64 in 1989 and the NES in January 1990. Ultra Games published the NES port. However, it is unclear if either Konami or Electronic Arts developed this version of Kings of the Beach. The game was only released in the US.

Kings of the Beach is a two-on-two beach volleyball game. You play as professional beach volleyball players Sinjin Smith and Randy Stoklos. In single-player mode, you only control one character and your partner is computer controlled. The main draw for single player is the Tournament mode. Here you will play against other pairs of players in five different locations all around the world. To win the tournament mode and beat the game, you must win three consecutive matches at each of the five beaches for fifteen total matches.

Interesting cursor choice!

At the start of the game, you move a green cursor around in an overhead map of the beach. This is your menu. The first place you will want to go is the registration tent, which is the game’s options menu. To start, you can assign either a controller or computer control to Smith, Stoklos, and two other competitors. Kings of the Beach supports up to four players simultaneously using the NES Four Score accessory. Next, you can choose between cooperative play or competitive play. This is only needed for a two-player game to decide if you want to play on the same team or not. You can set the difficulty of computer opponents to either Easy, Medium, or Difficult. You can choose if you want to play either a single set or a three-set match, and you can toggle the sound on and off. Choose Exit to Beach to go back to the main menu.

The other menu options are for practice or setting up a game. At the top of the screen there are three beaches labeled Bump, Set, or Spike. If you choose one, you are put in a practice beach where you get easy setups to practice the basic moves. Press Select at any time to exit the training and go back to the menu. At the lower left of the menu is the Match option where you jump directly into an exhibition match with the defined settings. This is the mode you want for a three or four player game. The bottom right part of the menu starts up the Tournament mode. You can select either a new game, or continue a previous game with a password. After that you jump right into the action.

Kings of the Beach plays by standard volleyball rules. Each side has two players and each point starts with a serve from the back of the court. Each side can hit the ball up to three times before hitting it over to the opponent’s court, and teammates must alternate hits. If the ball lands in your opponent’s court, the opponent hits the ball more than three times, or the opponent hits the ball out of bounds, then you win the point. The serving team is the only team that can score, otherwise the non-serving team gains control of the serve if they win the point. In a single set match, the first team to fifteen points wins. In a three-set match, teams play to twelve points per set. In either case, teams must also win by two points. This means play will continue beyond the required winning score until a team leads by two.

Bump, set, spike!

The basic strategy of beach volleyball is to use your three hits to bump the ball, then set the ball, and finally spike the ball. You will use the D-pad to move your player around the court. Quite often you will move on your own to the spot where the ball will land as it’s heading toward you, but sometimes you need to position yourself properly. The ball casts a shadow on the sand that will guide you toward where you want to stand. Press A to bump the ball in the air toward your teammate. To set the ball, press B. To spike the ball, press both A and B. The spike is a powerful jumping hit toward the opponent. You will need to focus on timing for all hits, but spiking the ball requires the best timing. The idea is to run up to the net and jump, meeting the ball with your hands at the top of your jump. For all hits, you can guide it in a direction using the D-pad in conjunction with the hit.

The above moves are mostly offensive moves, but you do have a couple of defensive moves at your disposal. If you know the opponent will spike the ball, you can move up against the net and press A and B together to jump up and attempt a block. Sometimes you can repel the ball right back into the opponent’s court for a quick point. Stoklos has his own signature block called the Kong block, which is very powerful. The other defensive move is called the dig. This happens automatically whenever the ball is just far enough out of reach normally. You will make a dive toward the ball to bump it back up into the air. I didn’t seem to put myself in good positions to do this very often, so in my experience it was left to chance.

Serving the ball effectively is a vital skill. When it’s your turn to serve, you can move up and down the line to put yourself in the position of your choice. There are three different ways to serve the ball. The easiest method is the underhand serve. Simple press A and B together to lob a slow serve at the opposite court. You want to pay attention to the flags that indicate wind direction because an underhand serve may come up short if the wind is blowing in hard. The overhand serve is more powerful. Press A to toss the ball straight up, wait for the ball to come down, and then press B to do a standing, overhand hit. You can use the D-pad to aim the ball while serving. The most powerful serve is the jump serve. Like the spike, it’s the most difficult serve to perform. Press A to toss the ball just before, but this time press A to jump and hit the ball. The more powerful the hit, the more likely the opponent will be unable to return the ball.

With the right timing, the jump serve is the best one.

One neat thing you can do is argue a call with the referee. Every now and then the line judge will make a mistake on a ball that lands near the lines. If you think a bad call went against you, then you can run up next to the judge’s stand and press Start to dispute the call. You will see your player make a scene as persuasively as possible. If you are successful, the referee reverses his call and you get the ball! If the judge disagrees, then he will shake his hand no and hold out a penalty card. This can be either a yellow card or a red card. The yellow card is just a warning, but if you lose a second disputed call in a set the referee will give you a red card instead and you lose a point off your score. Your opponents and even your partner can dispute a call on their own. One key thing is that if you want to dispute a call, you need to decide quickly and get over to the referee right away to plead your case. You lose your opportunity to argue a call if play advances to the next serve.

As stated earlier, to complete Tournament mode you must win fifteen total matches broken up into groups of three. After you win three consecutive matches on the same beach, you get a password for the next beach. The passwords are up to eight characters long and are normal words that are easy to write down or remember. I noticed that the passwords are the same for each beach no matter what difficulty or length of match. For instance, you can win the first round of matches on the Difficult setting with three-set matches, and the next time you play with the password you can select Easy difficulty and single set matches. You can play however you want!

This was my first time playing Kings of the Beach. The game was a later addition to my collection, but it is pretty common and inexpensive so I have had a few copies pass through my hands. I am not a huge fan of sports games even though I enjoy playing a little volleyball. Chances are I would not have given Kings of the Beach much of a chance if not for this project. Chances are I will also say this same thing about many other future games!

Digs are done automatically. This one was successful!

For my playthrough, I decided on playing single set matches on Medium difficulty. I played as the default Smith and let the computer play Stoklos for me. My intent was to learn the game on Medium difficulty and then go back and play the game again on the Difficult setting. At first, Medium difficulty was enough of a challenge. I understood the fundamentals early on, and other than some mistakes with spiking I was already playing well enough to make some progress. My struggles came in the third match of any beach. I could play well enough to win the first two matches, and then I would lose the third and have to start over at the top. That is awfully frustrating. Kings of the Beach became a fight of attrition and required some good old fashioned grinding to seal the win.

It seems like many sports games have some kind of exploit or tactic that makes life much easier. I found one such tactic that helped me win points much more often. The first thing is I needed is the setup to spike the ball myself. Usually this required getting the first hit on the return so that I could get the third hit and spike, but sometimes I would take the spike myself on the second hit instead. It’s a little riskier but it can catch the opponent off guard. My spike position was up against the net either slightly above or below the center. I would spike toward the corner of the net and the closer side line. For example, if I set up below center, I would aim for the lower line near the net, and do the opposite when closer to the top. The opponent tended to favor guarding the larger area so I could sneak it in on the other side close to the line without either player getting to it. That trick does not always work, but it works often enough to be useful.

My partner is disputing a call unsuccessfully.

I beat the entire game on Medium over the course of a few days. Once I accomplished that, I bumped up to the Difficult setting and repeated the final three matches with the last password. If I can beat the last beach on Difficult, then I should be able to beat any other configuration, so I didn’t bother repeating anything else on Difficult. I did not notice any significant changes between Medium and Difficult settings. Perhaps the opponents make fewer mistakes or make powerful serves more often on the higher settings, but I could not tell the difference. With my spiking tactic, I could score more often than not regardless of difficulty. I recorded my video of the final set of matches on Medium difficulty, and then played the final matches again on Difficult unrecorded. The ending is the same on either difficulty.

I would have considered the game more difficult overall if not for the fact that the computer controlled Stoklos handled nearly all the defense for me. Actually, my computer partner played very well in general and handled many situations better than I could have. Most of the time he plays close to the net so he can utilize his powerful Kong block. My job was to back him up and try to get to anything hit past him if I could. We worked together well on the offensive side too. He is a good spiker and serves very well. He’s not a perfect partner and makes mistakes that are unavoidable, but in my opinion he is a more consistent player than I am. It’s a pleasant surprise to have a competent computer player for once!

There are not many volleyball games on the NES to compare, but I think they did well with Kings of the Beach. The game sets itself apart somewhat for having a simultaneous four-player mode. It also performs well as a single player game. The computer controlled players are competent both as opponents and partners. The graphics and music are well done, just as you would expect in a Konami game. The game is a tad lengthy and repetitive, but it’s just the nature of the game so it hard to fault Kings of the Beach for that. If you are looking for an NES volleyball game, you won’t do wrong with Kings of the Beach.

#49 – Kings of the Beach