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2022 HSC Rd. 5 Donkey Kong


toiletunes

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Kong is back, and he's brought company...

 

For the main game, you may play the original retail Donkey Kong, or the Donkey Kong PK/XM. Once you post a score for one, you cannot change to the other. If playing the PK/XM, use Arcade difficulty, Japan screen order, and start on level 2.

 

Settings: Advanced (starts on level 2)

 

Bonus- Donkey Kong PK/XM DEMO.

Settings: Start level = 1, Screen order = Japan, Difficulty = Arcade.

note: the PK/XM demo is available here: Trebors 7800 ROM PROPack - 8BitDev.org - Atari 7800 Development Wiki

The demo ends after cycling through the levels, so point spamming is allowed.

 

Round ends March 7, midnight est.

 

Scores for the season:

 

59 oyamafamily

46 Deteacher

45 Silver Back

42 toiletunes

39 Dr Moocowz

36 NIKON

28 roadrunner

27 jeremiahjt

26 BydoEmpire

24 Rick Dangerous

22 jgkspsx

21 jimblargh

18 Cafeman

12 Lauren Tyler

03 jblenkle

 

Scores for this round:

Retail-

103,800 - jimblargh

101,200 - Deteacher

 

65,900 - NIKON

62,900 - mark griff

53,800 - jeremiahjt

49,900 - Dr Moocowz

40,400 - jgkspsx

39,500 - oyamafamily

25,200 - BydoEmpire

12,700 - jblenkle

05,300 - Lauren Tyler

Homebrew-

98,900 - Silver Back

63,400 - toiletunes

 

Bonus scores:

29,100 - oyamafamily

26,100 - jgkspsx

22,900 - Silver Back

22,100 - Dr Moocowz

09,400 - BydoEmpire

 

Edited by toiletunes
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On 2/15/2022 at 4:30 AM, toiletunes said:

note: the PK/XM demo is available here: Trebors 7800 ROM PROPack - 8BitDev.org - Atari 7800 Development Wiki

The demo ends after cycling through the levels, so point spamming is allowed.

 

And if anyone prefers instant download, the PK / XM demo is also available here:

 

Donkey Kong XM ¹ | Sep 05, 2013 | Done

 

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On 2/15/2022 at 7:31 PM, Silver Back said:

Seeing as how donkey Kong pk has the missing pie factory level

 

And if you may be interested in an incomplete list of other improvements:

 

- POKEY sound borrowed heavily from the 8-bit version.

- Created the tunes that play at the end of the rivet screen. Both versions are there and alternates like the arcade.

- You can also now hear Kong beat his chest as you try to save Pauline.

- "How High Can You Get?" screen is present and accounted for.

- Intro animations - Kong starts the game climbing the building with Pauline, hops across the girders and finishes with a laugh at Mario.

- End of board animations - He will escape with Pauline at the end of the Girder, Cement and Elevator levels.

- Cement (Pie) factory! Includes Kong moving across the top conveyor as Mario works his way up the screen while avoiding the fire balls and cement containers.

- Graphics have been updated on all screens.

- New menu and score line. Sprites have been made more like the arcade thanks to Defender_2600.

- AI for firefoxes and fireballs has been updated. It is now arcade perfect on Cement and Rivet screens.

- Barrel tossing on Girder screen and Bouncer patterns on elevator screen have been updated to replicate the arcade as well.

- Modded colors to be a more like the arcade, thanks to KevinMos3 and Trebor's help.

- HSC support has been added!

- Added Pauline "standing" pose after being saved

- Updated Kong's climbing sprites to look more like arcade

- When Mario stops walking, he maintains his current pose instead of going back to standing pose.

- Fixed barrel logic with Japanese screen order. Mario now has to have hand above top rung of ladder for barrels to not go down ladder.

- Tweaked platforms on Cement screen so it is not too difficult to jump. Close to arcade now.

- Adjusted positions of blue poles supporting Pauline's platform on Rivet screen.

- Tweaked rivet sprites.

- Hammer didn't clear if Mario is killed while holding it.

- Changed Menu screen colors and added flashing affect to "Donkey Kong" graphic.

- Both the US and Japanese screen orders available - Controlled with the difficulty switch.

- Kong can now throw the blue barrels as in the arcade.

- On the cement screen, I've fixed the ladder code so it will pull Mario down if he isn't at the top when the ladder starts to move.

- The middle conveyor direction is now dependent on Mario's vertical position, same as the arcade version.

- Mario can rebound off wall to escape barrels at the end of the ramps

- Fireballs turn blue when the hammer is grabbed

- Fireball can climb to higher levels.

- The 1st blue barrel that gets tossed at the start of the screen now behaves correctly for each level.

- Level 22 kill screen.

- Fixed the color issue with the fireball's on the 1st screen.

- Updated the hammer graphics and added the skidding graphic that appears briefly at the end of jumps and falls.

- Hat, purse and umbrella point values vary with level.

- Hammering regular barrel is 100 pts. Blue barrels, firefoxes, fireballs, pies are random value of 300, 500 or 800 using same probability as arcade version.

- Changed the object jumping code to mimic the arcade.

- Barrel logic will follows the arcade.

- Position A will cause Kong to throw barrels at the same rate as the arcade version, while position B will use the original slower 7800 rates.

- Firefoxes and Fireballs use the same AI as the arcade game.

- Probabilities for going up/down ladders is replicated.

- The change in enemy speed as the bonus timer counts down and levels increase has been replicated. This includes the difference in speed going up and down ladders.

- The fire enemies bounce correctly as they move.

- Timing/AI for direction changes are replicated.

- Enemies on the rivet/cement screen will pause at the top of ladders randomly.

- Firefox graphics have been improved.

- Barrels on Girder screen start to disappear when bonus timer drops below 400

- Updated elevator speeds to match arcade.

- Made window for checking if Mario is above or below a ladder 40% wider to make it easier to climb/descend.

- Elevators: New graphics and added a color

- Girders: added a color

- Fireballs: new graphics and new colors

- Stairs: changed the color

- Donkey Kong: new color for the fur (more towards the red)

- The girder between the elevators has a different length respect to the girder that follows

- Elevator level - finished moving the platform and aligning the ladders.

- Bounding boxes follow same pattern as the arcade machine.

- Jump next to Donkey Kong, pulled away, and got 100pts on Rivets level (Arcade behavior)

- The smashed object graphic is correctly animated and multicolored.

- The elevator bouncer uses correct colors.

- Added "HELP!" graphic to Pauline's animation.

- Hammer duration matches arcade and color changes at 50% time left.

- Fixed bug so Pauline is erased when DK grabs here.

- Adjusted bouncer position and collision boundary.

- Tweaked Mario's speeds up/down ladders

- Jump distance was adjusted to be more arcade like.

- Cement container speeds were slowed down a bit to match the arcade as well.

- For the Japanese screen order option I modified the barrel logic so they don't go down a ladder when Mario is on it.

- Clear objects when Mario completes a level or dies.

- 3rd fireball on ramp screen bounces now.

- Updated oil can fire pallet to match fires.

- Updated Kong sprites.

- ....

- ....


https://youtu.be/FVksiALE6e0

 

 

Edited by Defender_2600
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10 hours ago, Defender_2600 said:

 

- Position A will cause Kong to throw barrels at the same rate as the arcade version, while position B will use the original slower 7800 rates.

 

Updated first post based on this information. Difficulty switches should be in the B position for this round. Thanks for this information!

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43 minutes ago, toiletunes said:

 

Updated first post based on this information. Difficulty switches should be in the B position for this round. Thanks for this information!

 

Sorry, that list is not fully updated, in the final version of the game A / B switches aren't used anymore. When that list was compiled, the options screen was not yet available.

 

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On 2/21/2022 at 2:32 PM, jimblargh said:

103,800 - new high for me!

I must have been cruising on beginners luck with that first score - it took a lot of practice for a very modest improvement. Still, I'll take it! :)

20220221_132016.jpg

When I got my 101K score, I must have been REALLY lucky on the elevators level, because ever since then, I've not been able to get up that final ladder without being killed by that damn spring.  :mad:

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