Author Topic: Ideas for DK levels and game mechanics  (Read 24860 times)

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Offline furrykef

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Ideas for DK levels and game mechanics
« on: November 05, 2014, 03:40:28 pm »
This thread's for hashing out what features we want to add to levels in future hacks. Level concepts, new powerups, new obstacles, new enemies, it all goes here. There are some ideas in the old Masters' Edition thread, but let's see what else we can come up with.

I'm thinking Foreman Spike (Mario's nemesis from Wrecking Crew) would be an interesting addition to the game, but I'm not sure yet what he would do. In Wrecking Crew, Spike walked in the background and would smash any object Mario was standing in front of, causing him to fall down to a lower floor. Mario could do the same to Spike. This behavior doesn't make much sense for DK, though, so Spike would have to do something else to sabotage Mario.

I also think there should be a non-human enemy that actively pursues Mario, but I don't know what it should be.

Any thoughts?
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Offline marky_d

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Re: Ideas for DK levels and game mechanics
« Reply #1 on: July 10, 2015, 03:19:24 pm »
There are some pretty interesting level ideas in this DK version:

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Offline tudose

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Re: Ideas for DK levels and game mechanics
« Reply #2 on: July 10, 2015, 04:00:21 pm »
wow those are waaaaay better than the d2k boards
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Offline f_symbols

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Re: Ideas for DK levels and game mechanics
« Reply #3 on: July 10, 2015, 05:04:37 pm »
 <Walter> HOLY SMOKES!

This looks like ∞  Kreygasm
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Offline marinomitch13

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Re: Ideas for DK levels and game mechanics
« Reply #4 on: July 10, 2015, 10:00:12 pm »
This is so hype.  Kreygasm
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Offline marky_d

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Offline Adam_Mon

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Re: Ideas for DK levels and game mechanics
« Reply #6 on: July 16, 2015, 12:58:56 pm »

Offline xelnia

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Re: Ideas for DK levels and game mechanics
« Reply #7 on: July 16, 2015, 01:25:42 pm »
http://users.axess.com/twilight/sock/dkremix/index.html

.dsk  is there a way to get this running in 106 ?

This kind of stuff makes 106 look like it came from the future... you will need a Tandy CoCo 3 emulator, DOS Box, and maybe some divine intervention. I'm working on it though...
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Offline xelnia

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Re: Ideas for DK levels and game mechanics
« Reply #8 on: July 16, 2015, 01:31:54 pm »
http://users.axess.com/twilight/sock/dkremix/index.html

.dsk  is there a way to get this running in 106 ?

This kind of stuff makes 106 look like it came from the future... you will need a Tandy CoCo 3 emulator, DOS Box, and maybe some divine intervention. I'm working on it though...

Actually....this might work with MESS...
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Offline marky_d

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Re: Ideas for DK levels and game mechanics
« Reply #9 on: July 16, 2015, 01:53:31 pm »
please go sir
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Offline xelnia

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Re: Ideas for DK levels and game mechanics
« Reply #10 on: July 16, 2015, 02:49:08 pm »
Got 'em. The sound and colors are messed up (as the guy said might happen in an emulator), but it plays.

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Offline xelnia

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Re: Ideas for DK levels and game mechanics
« Reply #11 on: July 16, 2015, 03:14:37 pm »
Got 'em. The sound and colors are messed up (as the guy said might happen in an emulator), but it plays.



Ok, fixed the colors by using different settings...just need to work out the input lag. Not sure if it's an emulator issue or game issue...
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Offline Sock Master

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Re: Ideas for DK levels and game mechanics
« Reply #12 on: July 29, 2015, 07:47:53 pm »
Here's a slightly clearer video of that Remixed version of Donkey Kong

It's for the Tandy Color Computer 3, but I'm aiming to port it back to the original arcade hardware in a few months.
« Last Edit: March 26, 2018, 02:02:04 pm by Sock Master »
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Re: Ideas for DK levels and game mechanics
« Reply #13 on: July 30, 2015, 04:36:29 am »
Would it be possible to add a 7th digit for million point+ scores?

Offline Sock Master

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Re: Ideas for DK levels and game mechanics
« Reply #14 on: July 30, 2015, 09:30:47 am »
I'll look into adding a 7th digit for the arcade port.  There are plenty of point pressing opportunities in the game (with hammers on the elevator level, the re-cycling of barrels in the spring+barrels level, hammers on the same platforms as the fireball spawning oil cans in the new cement level...) so I imagine it is foreseeable that eventually there may be a million point game.

It has the same L22 killscreen, the levels up till then are completable in the allotted time, the number of stages per level has the same "2,3,4,5,6,6..." pattern (the stages themselves vary - 3 types of barrel stages, 2 cement stages, 2 elevator stages, 3 types of rivet stages)
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