Page 21 - OSG Presents Classic Gamer Magazine #1
P. 21

levels existed.  The Japanese ver-  sion version was so bad, why did it        Luckily for us, Atari and Atarisoft
           sion simply cycled through the      sell the system?”  The answer lies   obtained the rights to the home
           above order.  After the rivet screen,   in Coleco owning the rights to all   computer version.  The version for
           Donkey                                            console system        Atari computer systems was much
           Kong                                              versions.  Coleco     more accurate.  All the music, ani-
           would fall                                        programmed the        mation and intermissions were pre-
           from the                                          already limited Atari   sent.  The screens followed the ar-
           disas-                                            2600 (VCS) ver-       cade’s original order and even fea-
           sembled                                           sion.  This one only   tured the conveyor belt screen.
           structure,                                        consisted of two      However, due to the lower resolu-
           and                                               levels, the barrels   tion, the screens were not all that
           Mario                                             and rivets.  The      cosmetically appealing and the top
           would be                                          barrel screen was     level of the barrels screen was cut
           reunited                                          so limited one        off.  All enemies were included, al-
           with                                              couldn’t even walk    though the fireballs and firefoxes
           Paula.                 Commodore 64               or fall off the end of   were combined into a hybrid of
                The                                          a level.  Subse-      sorts.  Crazy barrels were unpre-
           American version differed in screen   quently, falling off the level on the   dictable, as were the paths the
           order.  Level one was the barrels   barrels screen in                                   regular barrels
           and rivet screen.  Level two con-   the Colecovision                                    would take.  The
           sisted of the barrels, elevator, and   version would                                    spring-back
           rivet screen.  Level three consisted   not result in                                    jump was cor-
           of the barrels, conveyor belt, eleva-  death either.                                    rectly imple-
           tors, and rivets.  From then on,    Instead, it would                                   mented as well.
           many other combinations of          cause Mario to                                           Also from
           screens followed.  For this reason,   drop the ham-                                     Atari came the
           many people didn’t even know that   mer and con-                                        Commodore
           the conveyor belt level existed.    tinue on.  In the                                   Vic20 and C-64
           Between turns, level progress was   VCS version, the                                    versions.  As
           displayed in meters, shown by the   player didn’t                                       one would ex-
           number of Donkey Kongs stacked.     even have the                                       pect, the Vic20
           The Max was 6 high (150m).          satisfaction of                                     version looked
                As mentioned earlier, many     walking off or                                      awful.  The
           home versions spawned from the      even reaching                                       crazy thing was,
           original.  In fact, Donkey Kong was   the top of the screen before con-  NES    somebody took the time to cram
           Colecovision’s flagship packaged    tinuing to the next level.          all of the intermissions, boards
           game, practically selling the sys-       The rivets screen wasn’t much   (conveyor belt too!), animations,
           tem.  However, it was a very rough   prettier either.  It consisted of 5 lev-  (lose turn spin), fireballs, crazy bar-
           version.  The top level was elimi-  els that extended across the entire   rels, etc. into the 5k available in the
           nated, placing                                     screen.  The fire-   Vic!  Maybe Coleco should have
           Donkey Kong on                                     foxes looked even    taken some tips from the Atarisoft
           the opposite side                                  more like  poor      programmer when they pro-
           of the barrels                                     renditions of
           screen, and the                                    ducks.  They
           fireballs and “crazy                               were not able to
           barrels” were elimi-                               travel up and
           nated.  The eleva-                                 down the lad-
           tor screen was                                     ders; thus, once
           missing the springs                                the hammer was
           (or affectionately                                 used on the fire-
           called “springers”).                               ball of that level,
           Instead, they were                                 the player had to
           replaced by non-                                   patiently wait for
           menacing, duck-                                    it to disappear.
           like firefox wanna-                                Once a rivet was
           bees!  The rivet screen was                 removed, the player would
                                      Atari VCS/2600
           intact, except for one level.  Unfor-  lose a turn for falling in the hole.     Intellivision
           tunately, the cute animations, such   However, Mario wouldn’t fall.  He   grammed their 16-24k version of
           as the dying sequences and inter-   would just simply freeze as if he   Donkey Kong.
           missions were missing.              were hit by an object and then           The Commodore 64 version
                One may ask, “If the Colecovi-  “death” music would play.          looked pretty good, however the



           Classic Gamer Magazine  Fall 1999                  21
   16   17   18   19   20   21   22   23   24   25   26