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ColecoFan1981

Reprogramming Donkey Kong

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Hi,

 

In regards to reprogramming Donkey Kong for ColecoVision, here is my template of what could've been in the original cartridge version:

 

*Leave Board 1's graphics/music alone, except add light blue barrels which will turn to fireballs after entering the oil can on the girder Mario starts at.

*Change the graphics and music in Board 4 (blue "harmonica" girders), then, as Mario removes the last rivet, DK falls down and Mario is reunited with Pauline.

*Omit music from Board 3 (the elevators board), and add in the bouncing jacks (fireballs here are OK).

 

Current order of boards on the ColecoVision cartridge version of DK:

Ramps, Rivets, Elevators, Rivets, Elevators (1-4-3-4-3 in arcade terminology)

 

Correct order of boards on the arcade version of DK:

Ramps, Conveyor Belts, Elevators, Rivets (flows in this order in Level 3 on the U.S. version, with the Ramps board repeated once in Level 4 after the Conveyor Belt board, and twice from Level 5 on, the second time after the Elevator board; the Japanese version uses the Level 3 arrangement all the time)

*Note that several home versions, such as the ColecoVision, Atari 7800 and Nintendo FamiCom/N.E.S. versions, eliminated the Conveyor Belts board due to cartridge ROM limits. The Coleco Adam, Apple II and Atari 800XL versions, among others, contain all four boards.

 

When completed, the CV cartridge version of DK should look like this, all levels appearing once before repeating at higher difficulty:

Level 1 (4000 points): Boards 1, 4 (three fireballs appear in Board 4)

Level 2 (5000 points): Boards 1, 3, 4 (four fireballs appear in Board 4)

Level 3 and 4 (6000 and 7000 points respectively): Same as Level 2

Level 5+ (8000 points): Same as Level 2 (second fireball moves from DK's girder to Mario's starting girder)

 

~Ben

Edited by ColecoFan1981

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I think a 24k (may be 32k, not sure but i think 24) Cartridge of Donkey Kong for colecovision exists. This version has the 4 levels and "in between" animations.

 

The commun cartridge which was delivered with the console was a 16k , i think.

 

Somebody could confirm?

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I think it's possible to somehow cram all four screens of DK into 16K. Atarisoft did this on their TI-99 version (and other home versions too, but the TI-99 has got the same video and sound chip as the Colecovision), which even looks a bit better too.

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The TI-99 version, I've noticed, has some inconsistencies, such as:

 

*No intro screen or the "HOW HIGH CAN YOU GET?" screen.

*The level complete tune is always the one used for the last board.

*Donkey Kong does not carry Pauline when Mario completes a level (on all levels but the last).

*No background music whatsoever, except for the "How High" jingle, the hammer tune and the final level complete tune.

*Donkey Kong, on the last level, does not fall down when Mario removes the last rivet on the "blue" board.

*No jacks on the elevator board.

 

Video:

 

~Ben

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Dude..... It's an a colecovision not an xbox 360.

 

If you want better games check out some of the awesome homebrews.

 

As far as Donkey Kong goes visit Opcodegames and you will see they are working on a new Donkey Kong for the Colecovision

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