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Forums > Submission Feedback > Leroux_Deux's Donkey Kong review

This thread is in response to a review for Donkey Kong on the Arcade. You are encouraged to view the review in a new window before reading this thread.

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Author: EmP (Mod)
Posted: October 03, 2010 (09:19 AM)
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The error pointing out bit:

Miyamoto helped design early Nintendo title such as Sheriff and Radar Scope

Titles?

The overall picture:

Sheer brilliance.


For us. For them. For you.

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Author: Leroux
Posted: October 03, 2010 (09:42 AM)
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Nice catch. Thanks.

This message was deleted at the request of Leroux, the person who originally posted it.

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Author: zigfried
Posted: October 03, 2010 (09:49 AM)
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Read every word -- it's a wonderful pair of stories and I look forward to what the Sunday Cabaret will offer in the future! I always sucked at Donkey Kong, but my brother was an ace. That's how I knew about the elevator and conveyor levels (which were not in the lame 2600 port)

//Zig


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Author: Leroux
Posted: October 03, 2010 (10:08 AM)
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Speaking of lame 2600 ports, that reminds me to announce next week's feature is DOUBLE DRAGON.

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Author: sashanan
Posted: October 03, 2010 (11:01 AM)
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An old hint book covering 16 arcade games told me that in the arcade version of Donkey Kong, barrels will not come down a ladder if Jumpman is on it and his head touches the platform above (but obviously not too far so you don't collide with the barrel rolling down the platform). I can't vouch for the accuracy of this on arcade versions as I've never played one, but I can report it does not work on the Commodore. Ow.


"Deep in the earth I faced a fight that I could never win. The blameless and the base destroyed, and all that might have been. -- GK"

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Author: Leroux
Posted: October 03, 2010 (11:03 AM)
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Not true in the arcade version either.

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Author: overdrive (Mod)
Posted: October 03, 2010 (01:38 PM)
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Speaking of lame 2600 ports, that reminds me to announce next week's feature is...

There was a near-infinite number of directions you could have gone with that. Double Dragon, though, is one of the most blatant examples.

Utterly kick-ass review here. Great from beginning to end!


I'm not afraid to die because I am invincible
Viva la muerte, that's my goddamn principle

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Author: wolfqueen001
Posted: October 03, 2010 (05:40 PM)
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Another small error:

. Pauline has lost her lunch pail, telephone and parasol and Mario can acquire these items scattered around the structure for bonus point.

points.

I've got to say, I wasn't quite sure what to expect from this event. I mean, I expected great writing, obviously, but I wasn't sure how different it would be from a standard review. I'm quite impressed with how much knowledge you have (or researched) about this game. It's really quite fascinating to read; I never realized that many of these "simplistic" games had such complicated histories.


[Eating EmP's brain] probably isn't a good idea. I mean... He's British, which means his brain's wired for PAL and your eyes are NTSC. - Will

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Author: bloomer
Posted: October 04, 2010 (06:04 PM)
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Yeah I definitely appreciate the extra research in this review.

Re: WQ, these early games often have very twisty histories for lots of reasons. Because the industry wasn't on rails yet - because when people came up with new ideas, the medium was new, so they generally were new ideas. Because nobody was sure what would be a financial success but everyone wanted one. And the stories tend to be more interesting because they're about individuals most of the time, rather than about a team of 120 people.


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