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Donkey Kong reviewGame: Donkey KongPlatform: Arcade Genre: Action (Platformer) Developer: Nintendo |
The problem with the beginning is where do you begin.
A fact easily forgotten after so many console iterations is that the ziggurat level is the second level of Donkey Kong, that the first round is in fact only two stages and fifty meters. Eight rivets support the blue steel structure with Donkey Kong guarding Pauline at the apex. Pauline has lost her lunch pail, telephone and parasol and Mario can acquire these items scattered around the structure for bonus points. Two hammers hang midair, one suspiciously out of reach, but fearlessly take the leap and Mario will bounce back off an invisible barrier mallet in hand. Three to four ladders connect each floor, providing plenty of escape routes that will prove vital.
Shigeru Miyamoto loved video games, the Pong and Space Invaders themed titles that grew to popularity while he was in college. Hired as an artist by Nintendo in 1977, Miyamoto helped design early Nintendo titles such as Sheriff and Radar Scope, the latter of which sold fine in Japan, but failed in an American market oversaturated with similar concepts. With numerous unsold units sitting on western shores, Miyamoto was tasked with the conversion of the machines to something that would sell.
Round two through Donkey Kong introduces the elevator level, the first showcasing of the refined design of the title. Mario starts on the bottom left and finds a hodgepodge of obstacles between himself and his destination, many trickier than they first appear. Two elevator lifts – one up and one down – border an island of two platforms connected by two ladders. Mario must time his jumps onto the lifts – he cannot fall more than twice his height – while not being crushed when the elevators disappear off screen. To add anxiety to the timing, a foxfire roams the small island, climbing up and down the ladders. On the other side, he’ll have to deal with bounding springs that hop across the top platform his nemesis guards before falling down into his route. Mastering the spring pattern – knowing when it is safe to make that dangerous final climb to the top-most platform – is the mark of a dedicated champion.
Miyamoto’s game was a hit – despite initial skepticism, Donkey Kong was so fun and so different it won over the masses – so much so that Lincoln’s legal efforts proved crucial. MCA didn’t own the copyright to King Kong – they had even established that themselves in a ruling years earlier, when they won a suit against RKO General, Inc. proving King Kong was in the public domain. It was utterly foolish bully tactics all along. Universal sued anyway, losing appeal after appeal, as Nintendo was awarded damages for broadly asserted rights Universal didn’t have, coercion of third party licensees from marketing the game, and usage of the court system for financial benefit. Sheinberg’s legal profit center was exposed. |
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