The music for clearing the second loop was originally used in Sky Skipper for clearing the first level. Sky Skipped is an obscure Nintendo arcade game from 1981 that sold poorly. Its hardware was eventually used to make the Popeye arcade game, and most Popeye machines are just converted Sky skipper machines. Basically it’s the exact same thing as the whole Radar Scope/Donkey Kong story.
Nobody noticed the video freeze starting at 3:11:42 ? All of a sudden from 900 Bonus and a score of 1,281,100, the game changed to 4700 bonus. Then the video continued at 3:14:25 with the score at ,1302,300 on the same level with 3700 bonus. Hmmm.
It was probably unintentional, but I wouldn’t be surprised if Nintendo got the idea of giving Mario a brother by looking back at the opening cinematic in DK Junior and seeing an opportunity.
Both the original DK and DKjr ROMs are programed to scan a larger area if you are holding left or right when you reach the apex of your jump. If the ROM you are using doesn't work this way then it is not original.
DonkeyKongGenius Now unlike Donkey Kong, The BONUS timer says 400 I think! Which means you have 4 seconds to beat Level 22. Now here in DK Jr. the BONUS timer is just fine. But you still only have like 5 - 15 seconds to beat the level right?
Je trouve que donkey kong jr est une belle oeuvre ecolo en faveur de la cause animale quand on voit la misere humaine qu'il y'a eu sur cette espece qu'est le gorille menace d'exctinction ( meme si donkey kong fut le mechant il est finalement devenu heros par la suite peut-etre grace a ce jeu )!
I know, some of it has to do with my computer, sometimes when I listen to music I can get some system lag that influences the emulation. With an actual arcade machine all system limits are consistent which I prefer.
the newer versions of MAME have the proper sound sync. many nintendo had copyguards programed into them so they wouldn't work properly unless used on their hardware. as the MAME team progressed, they figured ways around these copyguards, and the games ran smoother
Most of the sounds in the original game are analog, produced exactly as is by the physical hardware, so they can't really be emulated, as they don't rely on game code. Only simulated using replacement samples. Almost every arcade game newer than this uses much more generic sound chips, using sound digital sound synthesis, FM sound or PCM samples, so they are actually easier to emulate.
i have a question about the strategy. i see the whole concept of staying on a level and jumping over enemies until the timer runs down to get as many points as possible. i see that it is considered to be a legit strategy. i don't know the "names" of each level so i'll call them the first map = the very first level with mario throwing the klaptraps at you the second map = the one with the key blocks you push up to let DK out the third map = the one with the birds that mario lets out and they swoop down and lay eggs the fourth map = mario's hideout with the spark enemies my question is this. why does this player do the "point pressing jumping over enemies" tactic on the first and fourth maps but not on the third map? it seems like once you get to the top of the third map, you could continuously jump over the birds. mario tosses the birds faster than the timer counts down. but the player just rushed to the end instead of sticking around to get more points.
The point pressing on the Jungle and Hideout stages yields thousands of points for very little risk. One will not get many extra points by jumping birds, adds a lot of extra time to the game, and it is much easier to lose a life doing so, therefore it is omitted. In fact watch the timer again on level 5 or higher, it will appear to go quicker than the birds, in fact it seems to click down each time a bird is released. Even if it was the same rate one would only gain 100 or 200 points by jumping the final birds before the timer runs out.
DonkeyKongGenius i dunno, on the jungle stage, it looked like the timer goes down faster than the rate that the klaptrap is released, i saw at many spots, it would lose 200 just for the player to get 1 jump in. . . i saw the player get a few combo jumps for 300 but those seemed few and far between. unless, does it make more enemies on the higher levels? i'll confess that i did not watch this all the way to the end I did notice at around 29:08 the player reaches the end of a jungle stage with 5000 on the timer, sticks around jumping klaptraps and earns 4500 points before moving on to finish the stage with the timer at 900...effectively resulting in a +600 profit, but is it worth it? does it get better at higher levels when there are more enemies on the screen? i suppose any profit would be worth it to squeeze as many points out before the kill screen, which is why i ask, why not do it on the trampoline stage as well? edit : okay i did fast forward to 31:46 and it does appear as if the timer goes down just as fast as the birds come out which would result in zero profit. i dunno, i guess when world records are concerned, 600 points can make a real difference? ps...wow, props to the original game developers that didn't bother to even add music to the hideout stage. i never noticed because i had the Coleco home console version which didn't even include that stage
What keeps you from just staying on level one forever and spamming the 100 points for jumping over enemies? Same question actually applies to original donkey kong also.
@@CLChambers00Gaming I thought when the bonus timer hit zero you automatically died. Which made me wonder if when this guy was trying for the score he knew how long he had before the kill code kicks in.
The music for clearing the second loop was originally used in Sky Skipper for clearing the first level. Sky Skipped is an obscure Nintendo arcade game from 1981 that sold poorly. Its hardware was eventually used to make the Popeye arcade game, and most Popeye machines are just converted Sky skipper machines. Basically it’s the exact same thing as the whole Radar Scope/Donkey Kong story.
By the way there's a Donkey Kong kill screen coming up if anyone's interested.
Doctor: You have 3 hours and 20 minutes to live.
Me: I’ll go play Donkey Kong Jr.
Damn that's pretty messed up actually
Nobody noticed the video freeze starting at 3:11:42 ? All of a sudden from 900 Bonus and a score of 1,281,100, the game changed to 4700 bonus. Then the video continued at 3:14:25 with the score at ,1302,300 on the same level with 3700 bonus. Hmmm.
He sacked one of his guys.
the first 'unofficial' appearance of Luigi
dressed as Mario at the beginning moving the cage?
that's funny and true
It was probably unintentional, but I wouldn’t be surprised if Nintendo got the idea of giving Mario a brother by looking back at the opening cinematic in DK Junior and seeing an opportunity.
Excellent performance scoring 1,323,200 points on Donkey Kong Jr.!!
What ROM version of DK jr let's you get jump points by jumping next to a Snapjaw?
Both the original DK and DKjr ROMs are programed to scan a larger area if you are holding left or right when you reach the apex of your jump. If the ROM you are using doesn't work this way then it is not original.
Impressive, but there is no way I'd attempt to just jump over things as long as I can. Just watching one of those electric levels drives me crazy.
Yup, I no longer enjoy point performances
You're making Donkey Kong jr. Cuckoo crazy from the electric level
So there isn't a "Mario's Hideout"?
There is. That stage begins on level 3, I dont recall at the moment.
@@CLChambers00Gaming The Sparks are on Level 3, the Snapjaws level 1. I'm trying to remember which bird enemies come first, Stookybirds or Nitpickers.
It's refreshing to see games like this played without cheat codes used.
The emulator is not processing some of the basic sounds such as jumping and climbing.
Does anyone think the remix will ever come out for mame?
Not sure. I had assumed the rom could be played on mame. Never tried it.
@@CLChambers00Gaming the roms not out yet that I know of.
Me neither
Good Job!
😅 why is there Two Marios?
How did DK Jr. die at 3:17:59? Kill Screen?
Yup, killscreen. The jungle board on level F is the killscreen.
DonkeyKongGenius Now unlike Donkey Kong, The BONUS timer says 400 I think! Which means you have 4 seconds to beat Level 22. Now here in DK Jr. the BONUS timer is just fine. But you still only have like 5 - 15 seconds to beat the level right?
All Access Gaming The bonus timer shows 100 for the beginning of the level and then goes to 4000.
DonkeyKongGenius Oh yeah! Whoops!
Je trouve que donkey kong jr est une belle oeuvre ecolo en faveur de la cause animale quand on voit la misere humaine qu'il y'a eu sur cette espece qu'est le gorille menace d'exctinction ( meme si donkey kong fut le mechant il est finalement devenu heros par la suite peut-etre grace a ce jeu )!
That's actually pretty bizarre that MAME isn't perfectly emulating the sound of such an old and venerable game as this.
I know, some of it has to do with my computer, sometimes when I listen to music I can get some system lag that influences the emulation. With an actual arcade machine all system limits are consistent which I prefer.
the newer versions of MAME have the proper sound sync. many nintendo had copyguards programed into them so they wouldn't work properly unless used on their hardware. as the MAME team progressed, they figured ways around these copyguards, and the games ran smoother
Right. Though there are sound sample files that can be added that will get the right sound again.
Most of the sounds in the original game are analog, produced exactly as is by the physical hardware, so they can't really be emulated, as they don't rely on game code. Only simulated using replacement samples.
Almost every arcade game newer than this uses much more generic sound chips, using sound digital sound synthesis, FM sound or PCM samples, so they are actually easier to emulate.
@@sumez4369 not most but some
i have a question about the strategy. i see the whole concept of staying on a level and jumping over enemies until the timer runs down to get as many points as possible. i see that it is considered to be a legit strategy.
i don't know the "names" of each level so i'll call them
the first map = the very first level with mario throwing the klaptraps at you
the second map = the one with the key blocks you push up to let DK out
the third map = the one with the birds that mario lets out and they swoop down and lay eggs
the fourth map = mario's hideout with the spark enemies
my question is this.
why does this player do the "point pressing jumping over enemies" tactic on the first and fourth maps but not on the third map? it seems like once you get to the top of the third map, you could continuously jump over the birds. mario tosses the birds faster than the timer counts down. but the player just rushed to the end instead of sticking around to get more points.
The point pressing on the Jungle and Hideout stages yields thousands of points for very little risk. One will not get many extra points by jumping birds, adds a lot of extra time to the game, and it is much easier to lose a life doing so, therefore it is omitted. In fact watch the timer again on level 5 or higher, it will appear to go quicker than the birds, in fact it seems to click down each time a bird is released. Even if it was the same rate one would only gain 100 or 200 points by jumping the final birds before the timer runs out.
DonkeyKongGenius i dunno, on the jungle stage, it looked like the timer goes down faster than the rate that the klaptrap is released, i saw at many spots, it would lose 200 just for the player to get 1 jump in. . . i saw the player get a few combo jumps for 300 but those seemed few and far between. unless, does it make more enemies on the higher levels? i'll confess that i did not watch this all the way to the end
I did notice at around 29:08 the player reaches the end of a jungle stage with 5000 on the timer, sticks around jumping klaptraps and earns 4500 points before moving on to finish the stage with the timer at 900...effectively resulting in a +600 profit, but is it worth it?
does it get better at higher levels when there are more enemies on the screen?
i suppose any profit would be worth it to squeeze as many points out before the kill screen, which is why i ask, why not do it on the trampoline stage as well?
edit : okay i did fast forward to 31:46 and it does appear as if the timer goes down just as fast as the birds come out which would result in zero profit.
i dunno, i guess when world records are concerned, 600 points can make a real difference?
ps...wow, props to the original game developers that didn't bother to even add music to the hideout stage. i never noticed because i had the Coleco home console version which didn't even include that stage
Oh yeah, you will net a lot more points overall for the combo jumps, all the top scores go for this
What keeps you from just staying on level one forever and spamming the 100 points for jumping over enemies? Same question actually applies to original donkey kong also.
AGREEorDIE Gaming When the bonus timer hits 0000 it will soon initiate code to kill you.
Yeah I realized there was a time after watching like 10 of these videos :D
@@CLChambers00Gaming I thought when the bonus timer hit zero you automatically died. Which made me wonder if when this guy was trying for the score he knew how long he had before the kill code kicks in.
dam been a long time i could of swear there was pie factory maybe geting mixed up with other game
Amazing
Just like in it’s predecessor, the score loops back to zero after reaching a million.
Steve wiebe
Sweet
Congrats