The plot of the original
Donkey Kong felt like a dream or misremembering of the classic King Kong film. Rather than the military, it is a blue collar
worker who mounts the structure of the Empire State Building, rescues the dame and
deals the final blow to the abominable ape! But also, not quite; the levels of
the game - the scenes of this fantasy movie - repeat over and over – again recalling
a dream’s logic, tossing and turning. The ending skewing each time so that the
happily ever after is undermined. Builder and Beast forever entwined...
Moving swiftly on (sorry
about that) to Donkey Kong on the Game Boy, we see this plot elongated to form
an extended joke – and a fully fledged resolution. Starting with the comforting
boards of the arcade game the player quickly finds the rug pulled from under
their feet. One of the best plot twists I’ve ever experienced in a game came
from this funny little trick (especially if you’re playing on a random cart
you’ve found lying around your girlfriend’s old bedroom with no previous
knowledge). It is in fact not a straight
port of the arcade but a fully fledged platform game complete with developing
mechanics, boss battles and numerously themed zones.
So here’s the joke: Jump
Man – now known to be none other than Mario – in order to rescue the dame has
to chase Kong not only up the Empire State Building but also through jungles,
deserts, cities, and many other weird situations which I wouldn’t want to
spoil. It’s kind of funny. I find it funny. Not laugh out loud funny maybe but.
In any case, whether you find my analysis humorous or not the game itself is
undeniably great.
Directed by Takao Shimizo
and the now somewhat enigmatic Masayuki Kameyama (responsible for a weirdly
varying and sadly limited output), Donkey Kong is a modest master class in developing
a simple set of mechanics to their utmost.
Much more of a sequel to
the original game than the Horizontal-Kong Rare would release just months after
in the UK, this one has Mario back as the blue-collar hero (after the worrying
side of him we saw in Kong Jr. – a Bolshevik Mario perhaps, seeking bloody
revenge). There’s a great ongoing rivalry between our hero and villain; meeting
many times throughout the game before finally facing off in a demonic struggle at the very end! It
provides a great sense of driving motivation for the player/character in a game
whose plot is about as simple as it gets.
I’d say that the game’s
mechanics were equally simple but here Mario has a surprising retinue of
acrobatic moves to get him through the game’s many stages. This move-set feels
great to master and beating the game requires a working knowledge of each one. Some
of these recall Super Mario Bros 2, with the ability to lift and throw objects
(including those strangely exotic keys), others take their cues from Kong Jr.
This diverse set of moves means that the game can divide itself well between instinctual
platforming levels and more thoughtful puzzles in which the player has to think
for a moment before deciding which of Mario’s actions they need to use.
Personally, I think one of the best features of the game is the return of Jump
Man’s eponymous jump – which returns to its rigid and heavy form; rather than
the more realistic jump physics misery which has haunted me for years and years
of trying to enjoy Super Mario (it’s okay I hate myself too).
The game ultimately
maintains that quality and pureness of design which has earned Nintendo its shining
(and occasionally irritatingly) reputation. I would strongly argue that this is
an essential game for the Game Boy. And (even though it features Mario) I feel
like it might be one of the most enjoyable games I’ve played in DONKEY’s years!
(har har).



