Donkey kong how high can you get
Looks like these two are different characters too It completely baffles me that people that are long-time members of a site that came up with holographic swordfish, prosthetic golfing fingers, and insisted that a parrot that was a slightly different shade of purple was an entirely new parrot instead of the same one seen in the previous game can honestly sit here with a straight face and tell me that those are "obviously" supposed to both be the same Kong.
Gibbon Apr 20 , AM. I always a assumed that they were different from DK and there to add flavor. Maybe they're the Longs from Slyskipper. You're being really hypocritical about this considering you're the same person who thinks that two bird enemies are Literally The Same Character just because they share a name and nothing else.
Apr 20 , PM. The point is, it's not fair to get upset at us for considering two things the same character when you've done the same for roughly equal or less reasons. I don't see your point because of the two things you cited one 1 is completely valid and in line with this site's views on Tricky, of all things, and the other was never posited seriously in the first place and was only ever a bit of fanwank.
So, no, not really getting what you're trying to say at all. It feels like you never do. Fuck, I love orangutans and I still can't see anything but an orange Donkey Kong. My first time playing the original Donkey Kong was via Donkey Kong At the time, I was quite ignorant of Nintendo's history and so thought that it was a new game made in an old style and thought that it was Lanky on the "How High Can You Get?
On a side note, my first few times playing, I actually thought I was controlling DK and that I had to throw the barrels in way so they wouldn't hit Mario. The orange apes on that screen still bother me. If they're another character, why are they not seen outside of that screen? If it's Donkey Kong, why is he orange? Neither explanation would satisfy me. I'd be satisfied with a wide variety of answers, provided they came from Nintendo, but meanwhile, here's one interesting theory I proposed: What if that was the first DK sprite they made?
I have no reason to believe it was, but consider the following: They wanted to make the ape feel menacing, as evidenced by his growling and stomping in the gameplay. Possibly, an original part of that idea was to draw him in a menacing pose, with his mouth open wider, his head maybe jutted forward, and his shoulders hunched to make him look bigger.
It looked good, but possibly, when it came time to make the actual gameplay, it wasn't too convenient a sprite to animate. This is because the HHCYG sprie kind of looks like he's getting ready to fight someone directly, which isn't what DK actually does in the game. Instead he throws barrels, and aside from beating his chest, he generally is in a comfortable pose from which to do that.
Again, no proof, but I think it's a rational explanation; someone designed a good looking sprite, that just wasn't appropriate for the actual gameplay, but as tribute, they left it elsewhere in the game. Although I must say, there's one part of the sprite that I dislike; they use the same plus shape as the main DK model for the gaps between his teeth, but since his mouth is open wider they don't actually connect to anything so just look painted on.
Or maybe they just felt it fit that particular screen better. It pops up on mostly blackness, and looks more endearing stacked together with duplicates. So it's settled: that "orangutan" is in fact a slightly different representation of the title character. Thanks for playing, everyone!. Invision Power Board v2. Banana Coins don't grow on trees! Please help keep this site running. Bahmo DK Spartacus.
Apr 17 , PM Post 1. Apr 18 , AM Post 2. Lord of Games. Apr 18 , AM Post 3. Immortal Monkey. Apr 18 , AM Post 4. Baseball Girl. Looks like this was mythbusted. Apr 18 , AM Post 5. Arcade Enthusiast. Apr 18 , AM Post 6. Planet Cool. Apr 18 , PM Post 7. Expand Ding. Apr 18 , PM Post 8. Apr 18 , PM Post 9. In addition to the bug which computes the timer, there is also a bug in the display of the timer.
The above segment of code will properly convert the hex value of the timer into its hex coded decimal equivalent, provided the input is in the expected range 50, 60, 70, or 80 decimal.
For example, if the timer is 50, the algorithm generates an answer of 80 to display on the screen 80 is decimal for However, if the input is outside the expected range not evenly divisible by 10 , the formula generates garbage. This explains why the onscreen timer on level 22 is incorrect. As we have seen above, the hundreds timer for level 22 gets computed as 4.
This explains why the timer on level 22 is initially shown as This inclusion is very interesting given the timer bug prevents anyone from passing level I hope this excursion was as fun for you to read as it was for me to find and write up. It is interesting to go back to this game, now 26 years old, and patch the code which prevents expert players from getting as high as they can get.
Given that only a handful of players have ever gotten that high, why did I even bother to do this? The answer lies in the fact that just because a program is old, doesn't mean it can't someday be fixed, especially in a game that asks the player, "How High Can You Get? Up next: Pac Man's split screen level analyzed and fixed. In accordance with Title 17 U. Section , some of the material on this site is distributed without profit to those who have expressed a prior interest in receiving the included information for research and educational purposes.
If you wish to use copyrighted material from this site for purposes of your own that go beyond 'fair use', you must obtain permission from the copyright owner. How High Can You Get? Comments and Conclusions I hope this excursion was as fun for you to read as it was for me to find and write up. Various logos are trademarks of their respective companies. On the top platform, jump any barrels, and climb the ladder to Pauline's platform. Now watch in dispair as your flea ridden foe steals Pauline and takes her away again.
As you progress through the game, this board is repeated and becomes much harder. Barrels move faster and are more prone to acting unpredictably. Donkey Kong also throws the barrels in many different directions.
This board invovles a series of elevators and a bunch of remote platforms, some connected by ladders. To make matters worse, there are two balls of flame, no mallets, and a ridiculous stream of bouncing springs. You start off on a platform in the middle of the screen on the far left. At the top of the ladder is an umbrella, which gives you a small points bonus.
Next to this structure is an elevator going upwards, and next to that is a small structure with two platforms, two ladders and a flame going up and down them. Time your jump onto the elevator so you can jump onto the ladder platforms without any risk of contact with the flame. Do not get crushed by the elevator when it reaches the top! On the other side of the ladder platform is another lift, this time going downward.
Jump onto the lift, and take it down to a point where you can jump onto the next series of platforms. Jump up the series of steps, avoiding the springs that are raining down, and then climb up the ladder. You will notice that a flame is looming overhead, so do your best to avoid contact. Once again, avoid the constant stream of springs, and work your way up the step-like platforms until you reach Donkey Kong's platform. Because the springs move so fast, you must be very careful when timing your run and climb up the ladder, as springs are likely to hit mario if you are too slow.
Another option is to quickly move mario under the arc of a bouncing spring - not the best option, but there is a safe spot. Once you climb up the ladder, Donkey Kong snatches Pauline, and we go to the next level. You'll start on the bottom level. Climb the ladder. Avoid being hit by the pies on the converyor belt or "coal" as others like to call it and climb up to the central "safe" platorm.
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