Donkey Kong is an arcade platform game released by Nintendo in 1981. It presented an early (if not the first) example of the platform genre, and was the first to incorporate multiple playfields, as well as the ability to jump. It is also the first game designed for Nintendo by Shigeru Miyamoto, and his influence was immediately apparent, as he introduced both the eponymous Donkey Kong and Mario (originally named Mr. Video and then Jumpman) in his debut game. Donkey Kong would become one of the most influential and commercially successful arcade games of all time, and some 35 years hence, competition for the highest score remains fierce.

Game Objectives

  • Emulator used: MAME-RR v0.139 v0.1-alpha
  • Aims for fastest game completion
  • Aims for maximum score without sacrificing Frames
  • Abuses programming errors
  • Manipulates luck
  • Entertains without sacrificing Frames
  • Becomes history's best-selling video game franchise

DIP Switch Settings

  • Bonus Life set to 20,000 points

Tricks and Glitches

Walk Backward:
When the joystick is held right or left while Mario is standing on a surface, he will move 1 pixel for each of the first 2 Frames and then move no Frames on every 3rd Frame. The joystick may be pressed in the opposite direction on the 3rd Frame of the cycle without disrupting Mario's rate of movement. Pressing the joystick opposite direction on the 3rd Frame of each cycle for successive cycles causes Mario to walk in a direction while facing the opposite direction.
Wiggle Walk:
When the joystick is held right or left while Mario is standing on a surface, he will move 1 pixel for each of the first 2 Frames and then move no Frames on every 3rd Frame. The joystick may be pressed in the opposite direction on the 3rd Frame of the cycle without disrupting Mario's rate of movement. Pressing the joystick opposite direction on the 3rd Frame of every other cycle (each 6th Frame) for successive cycles causes Mario to walk in a direction while alternating the direction he is facing. There are 2 types of Wiggle Walk: the "Noisy Wiggle" and the "Silent Wiggle". The type of Wiggle Walk is determined by the specific cycle on which the Wiggle Walk was begun. The "Noisy Wiggle" causes Mario's walking sound effect to be started on every 6th Frame. The "Silent Wiggle" causes Mario to move in essentially the same way, but without allowing Mario's walking sound effect to be played.
Manipulate RNG:
The RNG is affected by Mario's location, control input, and the Frame count. By using a combination of Walk Backward and Wiggle Walk, enemies and obstacles can be manipulated to spawn and/or behave in a favorable manner without sacrificing Frames.
Phantom Ladder:
This technique requires a Ladder with a "ceiling". This is a Ladder which Mario can climb, but which does not allow Mario to pass through to the surface above it. These occur only on the 25 m (Broken Ladder) and 50 m (Telescoping Ladder) Stages. When Mario has reached the "ceiling" of a Ladder, the joystick is held down for 4 Frames, and then the joystick is pressed up for 1 Frame. This causes Mario to move up beyond the "ceiling" by 2 pixels. By continuing this pattern of input, Mario can climb up a Phantom Ladder at the normal rate of 2 pixels per each 5 Frames.
Fall Through The Floor:
This is a known technique, applicable only to the oldest variant of the game (Japan set 3 by the MAME standard). The Cutting Room Floor has an informative article on Donkey Kong: https://tcrf.net/Donkey_Kong_(Arcade) If Mario is at X 207 and jumps to the right, he will fall just beyond the end of the girder from which he jumped, bounce off of the right edge of the screen, and fall through the next girder below him. Note that the article at tcrf.net incorrectly indicates this as a jump from X 240; this is not possible as Mario's maximum X position is only X 234. This also applies to a jump to the left made from X 49 on the left side of the screen. Mario can only fall through one girder. If Mario falls through a girder and lands on a 2nd girder, he is killed. If Mario falls through the bottom girder, he will also fall through the bottom of the screen and wraparound to the top of the screen, which immediately completes the Stage. It is the ultimate power in the universe.

Comments

The Japanese version plays through the Stages in order 1-2-3-4, while in the US version they changed the order of Stages to 1-4-1-3-4-1-2-3-4. As such, this TAS plays on the Japanese version of the game so as to display all 4 of the playfields more quickly.
In order to run this game, MAME requires both DKONGJO1.ZIP and DKONG.ZIP. DKONG.ZIP (US set 1) is the "Original" ROM set and DKONGJO1.ZIP (Japan set 3) is the "Clone" ROM set. MAME requires that any Clone ROM set also requires the Original ROM set to run, as the Original ROM set includes the information for the hardware shared between the 2 versions.

Stage By Stage Comments

25 m:
The Fall Through The Floor technique is used. This technique saves 196 Frames compared to using the Phantom Ladder technique at the first Broken Ladder, and saves 829 Frames saved compared to the fastest normal completion of the Stage.
50 m:
Cement is manipulated to spawn at a favorable location. It is not possible to fully climb up the Telescoping Ladder before it begins to descend. The Phantom Ladder technique is used to supersede this effect. Using the Phantom Ladder technique saves 239 Frames saved compared to the fastest normal completion of the Stage.
75 m:
It is not possible to reach the descending platform in time to jump onto the girder above the nearest short Ladder. Mario must instead jump to the girder below and climb up.
100 m:
The Fireballs are allowed to spawn randomly and are then manipulated to behave in a favorable manner.

Other Comments

This TAS is dedicated to feos. Натурально! :)
Thanks to Fortranm for referring me to the TCRF article.

Noxxa: There are a few different ways of defining full completion for a game of this nature. Normally, an endless game of this sort would have completion defined by progressing through the game until the difficulty level is maxed out. However, since this is the version of Donkey Kong with the infamous kill screen, it is not technically endless, and an end-point could instead be defined by going up to the kill screen (and even a bit further beyond).
However, this movie does neither of the above, only going through each level once in their easiest difficulty - following the site movie rules, this does not constitute clearing the game.
As such, rejecting - but looking forward to seeing a version that takes on the legendary kill screen.
Noxxa: More than a year later - following a recent update on the rules regarding completion criteria of endless games, unrejecting and re-claiming this movie for judgment.
Noxxa: The movie rules on completion now have clarified that a game with some kind of ending can be published upon reaching that ending, even if the game is otherwise still an endless game. As such, taking into account good audience response, accepting for Moons.
feos: Pub.


Fortranm
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Spikestuff wrote:
Rumor has it that completing the Kill Screen stage the next stage won't result in a Kill Screen.
This shouldn't be the case. http://errors.wikia.com/wiki/DK_kill_screen
The timer is calculated in seconds as 10×(level + 4), and has a maximum value of 80. When the level reaches 22, the game reads 10×(22+4) or 260 seconds. However, the 8-bit counter rolls over at 256, meaning the game calculates 4. This causes the timer to be set so low that there is 4 seconds for the player to complete the level, simply not enough time for the screen to possibly be completed.
The second stage of level 22 still has a time limit of 4 seconds, which is not enough for real this time.
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Regarding the Kill Screen Level 22 25 m The timer expires 508 Frames after the first possible input Frame. A TAS requires 331 Frames to complete the Stage. 50 m The timer expires 1105 Frames after the first possible input Frame. A TAS requires 546 Frames to complete the Stage. 75 m The timer expires 1108 Frames after the first possible input Frame. A TAS requires 771 Frames to complete the Stage. 100 m The timer expires 1107 Frames after the first possible input Frame. A TAS requires 1,294 Frames to complete the Stage. The Stage can not be completed. This is an interesting (albeit rather small) victory. Even with TAS on this specific version of the game, The Kill Screen is delayed by only 3 Stages. The timer remains bugged for the remainder of the game. From Level 23 through Level 27, the timer is still very short, but lasts rather longer than on Level 22, such that a TAS could complete 100 m on these Levels. From Level 28 and beyond, the timer is not detrimentally short. But of course, this is all moot conjecture. :)
Noxxa
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That's interesting. I would say then that we can define the completion point as to beat 75m in level 22, as that is the last beatable level in the game (to current knowledge).
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
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£e Nécroyeur wrote:
25 m: The timer expires 508 Frames after the first possible input Frame. A TAS requires 331 Frames to complete the Stage.
It's always awesome if a TAS accomplishes something that's normally known to be impossible. I'd love to see a movie that successfully passes one of the most (in)famous Kill Screens in history.
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Love seeing this TAS and the "Wiggle Walk". Great job. I've played around with US Set 1 (no floor skip in that version) and would love to see what could be done there. It may be possible to bypass the "first" killscreen in that version. I don't know the finer details of the code, but I believe the the first 3 barrel releases are fixed, that the timer and later barrel releases are related on the barrel screens, and that it might be be possible to manipulate the RNG to delay the release of the 4th and last barrel making it possible to reach the top of the level (either by climbing the broken ladder or by normal progression).
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Wait. Isn't this version also getting harder and its timer shorter? You can't get the Kill Screen here?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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om, nom, nom... want more!
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Moth, is the switch to USA version actually required, or it's only optional?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Dwedit
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Isn't the kill screen bug due to the timers getting *longer* rather than shorter?
Noxxa
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feos wrote:
Moth, is the switch to USA version actually required, or it's only optional?
The USA version seems longer without really adding much meaningful content gameplay-wise (just more iterations of the barrel stage), so I would say it's not required.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Post subject: Movie published
TASVideoAgent
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [3686] Arcade Donkey Kong by £e_Nécroyeur in 01:29.94
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the real problem with the run is that it lacks... The human element. Link to video
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.