They chose one approach or the other.On the pier, Donkey Kong is explaining to Diddy that the anniversary of the first time he broke a date with Candy is today, and wants to write her a message using Funky's plane. But I think this is the reason for the discrepancy. Maybe there's a version out there that would prove me wrong. I have a feeling if you took advantage of the widescreen and still kept 6 levels, it would look weird. If you notice, the first level of the 2600 doesn't go the width of the screen. So when producing a home port, I think the choice was do you make it vertically correct and have 6 levels, or do you take advantage of the wider screen and limit it vertically? Least that one doesn't have you changing the orientation of your screen just to play it! lol what's the excuse for changing it up so? Programmers liberty or discretion?Īnd yeah, that CoCo example has been out for while. Atari A8, Intellivision and ColecoVision. Seriously, what's up with that? Vic-20, 2600, C64 and the TI all had the correct orientation. You mean such small disparities, like when certain ports changed DK's position and reversed the screen? Remember that Nintendo did not write arcade Donkey Kong, it was programmed by Ikegami Tsushinki and they had a couple of copyright disputes over it. I'm guessing it was not a code translation of the arcade game. I wonder how they got something as simple as the location of the hammer on the first screen wrong. The original 1983 NES Donkey Kong is still very good. It was obvious the coleco vision donkey kong proportions were off, but before coleco vision we had such low expectations for home arcade conversions it really did look amazing. I had heard the Intellivision version had only two screens and the word on the street was to avoid it at all costs. I think I got to the elevators screen once if I watched someone else get to the cement factory I would have remembered. I got to play little enough ColecoVision at friends' houses that I was too wow'ed by the HIGH RESOLUTION GRAPHICS to notice any "small" disparities.īack in the early 1980's I had no clue that arcade Donkey Kong had a cement factory (conveyor belt) screen. If I wanted to study Donkey Kong, I'd have to bike out to an arcade to have a look. If I'm not mistaken, original code "porting" is currently a work in progress for coleco vision. And finally if the target machine has a z80 CPU like the coleco vision or MSX than true code "porting" is possible. What we're talking about here is original code translation to a different CPU that has a chance of the original gameplay being duplicated. Any Donkey Kong that was written from scratch would have no chance of duplicating the arcade gameplay. Ītari and Coleco would never had have access to the source code back in the 1980s. The best part of his work is Donkey Kong Remixed, playable in Mame. Here is more information on the Coco Donkey Kong translation. I was just typing this when Bill made his post. If this version becomes the first to carry over those nuances to a home platform then I guess that is kind of neat, but… in the age of MAME… why? Some of those ports may visually resemble the arcade game, but for any serious fan of the latter, the little strategies and tactics for the various screens are so vital to the experience that any version failing to replicate them is a failure. As a big fan of the arcade game, IMO, any purported accuracy of certain ports through the years has been nothing but an illusion.
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