It was decided to create the electronic components in the American company itself, as it took a long time to receive the orders coming from Japan. The first 2,000 units that were launched were sold quickly, and more units were sent. The game was officially released in July 1981. Then, the company in Redmond (near Seattle) set up a team of workers to decompose 2,000 surplus Radar Scope machines into Donkey Kong machines to meet the demands of the Japanese market. At first the owners didn't think they were profitable, but when they saw the amount of money raised and the queues formed, they asked for more units. It was tested in two bars in Seattle where they put two Donkey Kong machines. With only four types of screens, Donkey Kong became a success. Level 22 is popularly known as the "kill screen" because a programming error prevents you from getting past that phase (the time given to pass the level is less than necessary). An example is the speed at which Donkey Kong throws barrels or fireballs. These zones are combined to make phases of increasing difficulty. Donkey Kong falls and Jumpman can finally meet Pauline. Zone 4 (100 m) Jumpman must remove eight rivets that are on the ground, as that is the way to overcome the level. ![]() The weights that appear (the greatest danger of the hero during this zone) emerge in the upper level, and stop near the elevator on the right.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |