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The Laser Guide to Video Games |
Donkey Kong (NES - 1986)
Donkey Kong Junior (NES -
1986)
Refreshingly innovative upon its release in 1981, Donkey Kong brought a different
and unique structure to the video game field. Considered Shigeryu Miyamoto's
first masterpiece, Donkey Kong has passed into the halls of legend but
remains an enjoyable and entertaining title that holds up in terms of
gameplay and entertainment value. One of the key reasons Donkey Kong has
remained memorable can be explained in its versatilty, that contrasts
against the pedantic, predictable approach of most rival arcade games were
taking during that era. Instead of endlessly replaying the same static
screen, players traversed several very different stages, creating an
interesting storyline that pulled you into the action. While only three of
the four arcade stages are present in the NES version, they offer a good
balance between each other. Each stage is smartly designed, offering a very
different set of challenges, yet sharing significant similarities.
Your first encounter with Donkey Kong is quite effective at setting the
stage, tempo and style of the adventure to come. This initial stage has
players climbing up a series of angled girders while avoiding the barrels
Donkey Kong is throwing at them. In addition, fiery enemies pop out from the
bottom of the screens from a flaming barrels that incinerate Mario at any
contact. Along the way, there are several hammers that can Mario can grab.
These let him pummel the fireballs, destroy oncoming barrels for bonus
points. However, he isn't entirely immune and can still be defeated by
falling barrels or by coming into contact with the fireball enemies with his
back turned to them. Its more intuitive than it sounds, and a good player
can fly through the earlier stages without even using them. Giving players
this option is a key element that differentiates Donkey Kong from other
arcade games of its era. Reaching the top of the stage gives players a
partial victory as it only leads to the next level.
Requiring a substantially different tactical approach, the elevator stage is
actually simpler than it looks on first inspection. Using the elevators on
the left of the screen, Mario has to jump and time his landings in order to
move towards the right. All the while, he has to be on the look-out for
flaming foes which lurk on some unfortunate positions, making the journey
even more hazardous. The array of platforms to jump over seems incredibly
complicated at first, but after a few plays, its actually simpler than it
seems. There are two basic paths through the stage, one high and one low.
Taking the higher path is shorter, but requires better timing and dexterity.
The lower path is longer and a little easier, but the drawback is it takes
longer, draining precious time from the rapidly depreciating clock. It also
increases the danger since you need to avoid the bouncing girders that are
being thrown at you. Mastering the timing of these girders isn't too
difficult early on, but later areas are trickier since they come at you much
faster. However, they move in predictable patterns and speed which you can
quickly ascertain by watching them for a few seconds. With practice, most
players should be able to time their motions effectively and locate safe
spots where they won't contact them. This is probably the most difficult
stage in the game, but the most satisfying to complete.
Donkey Kong's third stage is probably the most-straight-forward but can also
become a little trickier later on. Mario has to release eight bolts that are
holding up the stucture. These are simple to remove by either running or
jumping over them. However, these openings need to be avoided since falling
through them causes Mario to plummet to defeat. This erases all your
progress and you have to release all the bolts again in your next attempt.
Donkey Kong seems to have lost his ability to throw barrels at the player,
and only his fiery henchmen stand in between Mario and final victory. He can
still use the power-up hammers against the fireballs, but he's still
vulnerable and can fall between the gaps, so you need to be careful. Its
seems simple enough, but the foes can box you in, especially when you've
opened up many gaps in the stage. This can happen with more regularity
deeper in the game, so you need to be careful. After you've released the
final bolt, Kong begans to shake and falls to the bottom of the screen,
defeated, but only for the time being.
Somehow, Donkey Kong manages to climb back from the depths and resumes his
reign of terror. Before you've had a chance to catch your breath, Mario is
thrust righ back to the bottom of the first stage. You have to complete the
journey all over again, but this time around, things are faster and with
more barrels, and increasingly aggressive enemies. The additional challenge
keeps you motivated, as the prospect of a accruing a high score and
surviving an ever-increasing onslaught of barrels and bouncing girders
remains appealing. The NES version is smartly-designed in a number of ways
that make for a mostly satisfying conversion. Its visuals mimic the arcade
game's main stages nearly flawlessly, though the interspersed between-level
cinematic animations and goal screens are missing, which is a shame, but
doesn't singificantly detract from the game itself.
Its arcade-level sound effects and music are excellent, closely
approximating the arcade game's sound. Most importantly, Donkey Kong's
intuitive controls helps the gameplay flow effortlessly, using the standard
NES controller as a benchmark. Superb responsiveness and smooth, with
flexible motions, accurate movements and a consitent touch that make this
version of Donkey Kong shine. Its timeless appeal is both immediate and
long-lasting with well-balanced gameplay starting with an accessible plot.
It remains enjoyable thanks to its surprisingly deep and challenging design
that offers flexiblity and challenge that encourages repeated play without
feeling overly difficult. Its a timeless title that remains fun and
challenging, maintaining its appeal through its excellent balance, superb
play mechanics and sheer enjoyment.
While many sequels usually offer just more of the same, with minor changes,
1982's Donkey Kong Junior is an exception that highlights the advantages of
taking a different, yet subtly parallel path. Some of the counter-intuitive
design choices in its follow-up might not make much sense, but these
unexpected differences are exactly what makes the second game so appealing.
Donkey Kong Junior successfully builds on the template of the first game,
adding unique play mechanics, excellent level design and enjoyable gameplay
that brings a distinct personality to the forefront. Its charming approach
might seem more light-hearted than the first game but Donkey Kong Junior
retains the appealingly simple, cartoonish style that features a surprisng
amount of depth and challenge underneath the surface. The roles have been
nearly reversed. Mario is now the bad guy and has kidnapped Donkey Kong, his
dispatched foe now caged in a jungle prison. As his loyal son, It's now up
to you to rescue him from captivity. The first level sets the stage for
everything that follows. You find yourself at the bottom of the level, your
objective is to reach the top of the stage where your father is The first
thing you'll notice is that while you're still climbing, vines and ropes are
substituted for ladders. This makes a huge difference in the gameplay
mechanics, giving Donkey Kong Junior a very different, yet equally appealing
feel.
Traversing its vertical mazes of ropes and platforms isn't as simple as it
might initially appear. The big difference comes with the climbing system.
When you push up, instead of just going up, you can shift Junior's position
to use either to use both arms to cling to vines. Using a single arm is
slower but only leaves you exposed on the vine you're hanging from. Using
both arms allows you to climb faster but leaves you vulnerable to attack on
two sides. As you climb towards your father, Mario will release pihranas
that quickly fall down the vines. Any contact with them makes Junior fall
off the board and loses a chance Knowing when to use them and timing your
moves to avoid the torrents of pirhanas heading at you is a key element. A
good strategy comes in anticipating their patterns, maximizing your
movements before they arrive and dodging them right before the opponents
arrive at your position. Making your way through the vines, you have to
cross a few challening gaps, some of which you have to jump over quickly in
order to avoid the falling opponents. Junior doesn't have the power-up
hammers from the original game but isn't entirely defenseless. Along the
vines he'll find fruits that he can knock off thier position. These fall
onto the pirhanas and other foes which can instantly remove them from the
stage. You need to time these to hit as they fly directly below your
position. You can also chain some of these attacks to hit mutliple opponents
at the same time, giving you a quick point multiple for the maximum score.
Taking a similar approach in structure to the original game, reaching the
top of the level only represents a partial victory, allowing you to continue
onto the next challenge. The second stage is a jungle area that twists the
expectations by adding trampolines and lomger gaps. Timing your jumps on the
trampolines is important since you have to engage at just the right moment
or you'll miss the next platform. Go up to the next level and you'll then
have to contend with moving vines which are tricky to traverse and then the
third and forth levels which are simple vine-crossings but with the added
threat of birds that fly by, and need to be avoided. The final task is to
jump or manuever Junior out of the way before they collide with him. This
isn't as easy as it sounds, especially when you're faced with multiple birds
at the same time. Junior then proceeds to the top of the level and moves on.
However, there's a bit of a twist in the next level. Instead of the jungle
theme of the rest of the game, the third area takes place in a large
computerized circuit. The enemies here aren't birds or fish but sparks that
must be avoided. These enemies circle the platform, going beneath Junior in
both directions making them tricky to avoid. There are several fruits on
this stage that can be dropped as well, but they since the sparks aren't
placed in stationary positions and are in a constant state of movement,
they're harder to defeat. Its a more straightforward stage than the others
and this makes it somewhat easier to beat, though the later stages become
harder thanks to the faster speed, requiring more precise timing of your
jumps.
Beating the sparks leads to the final stage, where you return to the jungle
for the final confrontation with Mario. This stage parallels the final stage
in Donkey Kong, though instead of running over bolts, your mission is to
break a row of locks at the top of the screen. To do this, you need to guide
a key at the bottom of a chain-link vine towards the roof, where it will
unlock a section of chains that are holding Donkey Kong's cage. Junior has
to dodge birds once again and they fly across the screen in different
directions. They're not terribly difficult to avoid at first, but in later
stages they arrive with increasing frequency and number, making them vexing
foes. Arriving at the last lock, it bursts the final chain, letting Donkey
Kong escape. The happy reunion that ensues is punctuated by a swift kick to
the malicious jalier, who spins off the screen until he vanishes. Father and
son's embrace is unfortunately not for long, as the players is returned
right back to the beginning of the first stage. Its structure is reminiscent
of the first Donkey Kong in this regard and the motivation for a higher
score, and the accompanying achievement remains. The game's play mechanics
are a bit more esoteric than the first game, Junior moves a bit clunkier and
slower than Mario and its levels require a bit more technique to traverse
thanks to the single or double-handed climbing ability. The added complexity
makes things more challenging in later levels, but the gameplay is
immediately approachable and accessible.
The NES version of Donkey Kong Junior is just as polished, from a technical
standpoint as the first game, but has one huge advantage the first game
lacked. It's got all four stages and thus feels more complete. Howver, it's
still missing a few of the cinematic sequences at the end of the stages, so
its not entirely complete. Still, the sublime character animation, smooth
intuitive controls and fantastic play mechanics of the arcade game have been
faithfully reproduced. Its charming musical score and beautiful design is
elegant and simple, taking a straightforward approach that's one of the key
elements behind its longstanding appeal. Donkey Kong Junior is a very
different experience than the first game, but the implementaton and design
is just as appealing. It compliments and expands on the original Donkey Kong
while not feeling excessively derivative, marking new territory that gives
ita unique feel all its own. Both of these evergreen Nintendo titles have
durable appeal that's unmistakably long-lasting. Given the number of
platforms these translations have appeared on, its no surprise that their
virtues are abundant after all this time. Despite some flaws in these NES
conversions, mostly involving that infamous missing Pie Factory level, both
releases are still enjoyable, and very much worth playing because of their
timeless play design, effortlessly control and sheer fun marking their
enduring quality.
- Michael Palisano
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