DONKEY KONG

Fireballs can be somewhat “controlled” or influenced as to which direction they move (and on higher levels, whether or not they move or remain in place).  This is done by pushing either UP or DOWN while standing on a platform.

Fireballs can jump rivet holes during any time in a game, although the more aggressive they are, the greater the chance they will. You can also use the technique of influencing them to either increase or decrease the chances of this happening.

Infinite lives can be obtained by using a hex editor and changing the value at offset $606 ($c6) with $a5.

BUG: On the ramp screen, if you jump when a barrel is about to roll off the end of a ramp, it will disappear (see video)!  {Scott Stilphen}

BUG: On some of the harder difficulty levels you may see instances where 2 barrels will be on the same level (especially on the bottom one), which will distort the graphics of the first one.  To see an example of this, from any ramp screen with the hardest difficulty (such as at 80k) go immediately underneath the hammer (picture #1).  Wait until a barrel passes you (down the ladder), grab the hammer and go right (hitting 1 barrel) and stop to the right of the 1st ladder.  The next barrel will come down that ladder, and eventually catch up to the last one, on the next-to-last level (picture #2).  {Scott Stilphen}

BUG: The manual incorrectly refers to the firefoxes as fireballs.

BUG: Although the manual mentions fireballs can jump rivet holes, the fact that they can was most likely a programming glitch since this doesn’t happen in the arcade version.

BUG: At certain points in the game, fireballs will “shake” or become very aggressive (such as when you reach 80k - see video). 2 of the fireballs (the ones the platforms above and below the hammer one) will be much more aggressive than the others. The reason is the game wasn't designed to be played past 100k because the table that determines the behavior of the barrels and fireballs only has room for 10 values, and the last 2 values in the table are "FF" (the highest hexidecimal value possible). This shows the programmer tried to make it as hard as possible for the player once they reached 80k b/c there wasn't room left for any more if they reached 100k.  The values used from 100k and on are bits of actual code from other parts of the program (outside the table - see chart below). {Garry Kitchen}

 

OFFSET BYTE SCORE OFFSET BYTE SCORE
$900 30 0 $950 0A 500K
$901 50 10K $951 69 510K
$902 70 20K $952 00 520K
$903 90 30K $953 95 530K
$904 B0 40K $954 D9 540K
$905 D0 50K $955 A9 550K
$906 D0 60K $956 FC 560K
$907 D0 70K $957 95 570K
$908 FF 80K $958 DA 580K
$909 FF 90K $959 C8 590K
$910 FB 100K $960 10 600K
$911 F0 110K $961 06 610K
$912 07 120K $962 A9 620K
$913 D9 130K $963 5D 630K
$914 CD 140K $964 85 640K
$915 FA 150K $965 E3 650K
$916 F0 160K $966 85 660K
$917 02 170K $967 E1 670K
$918 38 180K $968 60 680K
$919 60 190K $969 00 690K
$920 69 200K $970 76 700K
$921 03 210K $971 7B 710K
$922 AA 220K $972 3F 720K
$923 A0 230K $973 1F 730K
$924 03 240K $974 3E 740K
$925 BD 250K $975 0F 750K
$926 EF 260K $976 DB 760K
$927 FA 270K $977 6B 770K
$928 99 280K $978 1A 780K
$929 EE 290K $979 7E 790K
$930 0A 300K $980 FC 800K
$931 A0 310K $981 BD 810K
$932 00 320K $982 BD 820K
$933 A5 330K $983 7F 830K
$934 8C 340K $984 F7 840K
$935 10 350K $985 FE 850K
$936 02 360K $986 9E 860K
$937 A0 370K $987 0F 870K
$938 1C 380K $988 DB 880K
$939 B9 390K $989 6B 890K
$940 00 400K $990 0C 900K
$941 95 410K $991 0D 910K
$942 D9 420K $992 1F 920K
$943 A9 430K $993 1F 930K
$944 FC 440K $994 0E 940K
$945 95 450K $995 7E 950K
$946 DA 460K $996 7E 960K
$947 CA 470K $997 3E 970K
$948 CA 480K $998 1C 980K
$949 B9 490K $999 0F 990K

 

 


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