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Donkey Kong classic is one of my favorite arcade games from the 1980’s. I spent
countless hours playing this game ❤️ in the arcade while growing up in the 80s. I hope you
enjoy playing this free version online. No tokens ❤️ required to play this emulated
version of Donkey Kong! Free 80s Arcade is a 100% free online arcade website. This ❤️ game
is mobile phone and Iphone compatible.
Instructions, Game History and Hints towards
bottom of page.
View screenshots of in-depth Game Play ❤️ Instructions: Page 1, Page 2
NES
EMULATOR INSTRUCTIONS
Click ‘Enter’ Key to Start Game. Main keyboard buttons are X and
Z.
Sound On
Sound ❤️ Off
Zoom Game Window = default
Click Game Window Size Button to Zoom
Game Size between default, 1.5X and 2X
Keyboard Controls Gamepad ❤️ Button Keyboard Button
Left Left Arrow Right Right Arrow Up Up Arrow Down Down Arrow A X B Z Start ❤️ Enter
Select Ctrl
Instructions:
Click on the game window and hit the ENTER key to start
Donkey Kong (you might have to ❤️ hit start twice) . On a computer you can click the Zoom
to expand the game to a larger size. ❤️ On mobile phones and Iphone use the gameplay
control buttons shown on your screen (only on mobile) to play and ❤️ start the game. If
you grew up in the 80's you shouldn't need additional gameplay instructions. Sorry, no
sound on ❤️ mobile devices in this NES emulator.
DONKEY KONG IPHONE GAMEPLAY
Game
History:
Donkey Kong is an arcade game developed by Nintendo, released in ❤️ 1981. It is
an early example of the platform genre, as the gameplay focuses on maneuvering the main
character across ❤️ a series of platforms while dodging obstacles. The storyline is thin
but well-developed for its time.
THE ORIGINAL CLASSIC
That beastly Donkey ❤️ Kong gorilla
has Pauline in his clutches. Can Mario save his girl and dump that Donkey Kong on his
head? ❤️ Construction site girders with ladders and elevators are on the scene in this
original version of Donkey Kong.
GAME PLAY: Mario ❤️ has to work his way up the ladders
and sloping girders in the first level of play. Donkey Kong rolls ❤️ barrels down at you
to keep you away. You can jump over the barrels or use the magic hammer to ❤️ bash the
barrels and pick up a few extra points. Level two has elevators to deal with (don’t
fall off), ❤️ and Level Three has girders that must be unbolted to send Donkey Kong for a
tumble. Run and jump for ❤️ your life and go for that top score with this arcade
classic.
Video Game Emulation
(Download and play on your computer) ColecoVision
❤️ Emulator for Windows
Games: Tapper, Football, Jungle Hunt, Baseball, Galaxian, Zaxxon,
Star Trek, Super Donkey Kong Jr, Popeye, Donkey Kong, Donkey ❤️ Kong Jr, Time Pilot,
Frogger, Fury, Burger Time, Centipede, Qbert, CosmoFighter, plus many more...
Tapper,
Football, Jungle Hunt, Baseball, Galaxian, Zaxxon, ❤️ Star Trek, Super Donkey Kong Jr,
Popeye, Donkey Kong, Donkey Kong Jr, Time Pilot, Frogger, Fury, Burger Time, Centipede,
Qbert, ❤️ CosmoFighter, plus many more... Nintendo Emulator (NES) for Windows
Games:
Adventure Island, Commando, Bad Dudes, Baseball, Bill and Teds Adventure, BurgerTime
❤️ Castlevania, Commando, Dig Dug, Donkey Kong, Donkey Kong Jr, Elevator Action,
Frankenstein, FunHouse, Galaga, Gauntlet, Jurassic Park, Mario Brothers, Millipede, ❤️ Ms.
PacMan, Pipe Dream, Popeye, Qbert, Super Mario Brothers & Duck Hunt, Tetris, Ultima4,
WWF, plus many more...
Donkey Kong Hints, ❤️ Tricks and Secrets
Barrel Stage
Within each
level, the barrel stage is always the first one. Starting on Level 4, it also ❤️ appears
between the Conveyor Belt Stage and Elevator Stage, and on level 5, between the
Elevator Stage and Rivet Stage.
Mario ❤️ starts in the lower left corner and must climb
all the way to the top. Along the way, Donkey Kong ❤️ will be rolling barrels down the
girders which Mario must avoid or jump over.
Donkey Kong will start every barrel stage
❤️ by hurling a barrel directly down to the bottom level which will enter the oil canister
and start a fire, ❤️ releasing the first fireball. The fireball will slowly begin to climb
up the ladders in pursuit of Mario. Every time ❤️ a blue barrel reaches the oil can, a
fireball will come out of it, up to a maximum of 5 ❤️ fireballs on the screen at any
time.
Along the way, there are two hammers available for Mario to use. While useful,
❤️ they slow Mario down by preventing him from climbing higher. The first hammer should
generally be left alone except in ❤️ case of emergencies. The second hammer should be used
often in early levels when there is plenty of bonus time ❤️ available, and sparingly at
higher levels if the path to the far right ladder is too crowded and you need ❤️ a
breather before climbing to the highest girder.
Mario can only climb all the way up the
unbroken ladders. However, barrels ❤️ and beams can drop down any ladder, broken or whole,
and the fireballs can climb either kind. While the broken ❤️ ladders won't help Mario
progress, they can be climbed partially as a means to escape danger, but this is
generally ❤️ slower and more dangerous than simply jumping over barrels. Only use this
method if there are more barrels approaching than ❤️ can be cleared with a single
jump.
When jumping straight up, you can extend the range the game checks for barrels ❤️ if
you hold the joystick left or right while in midair. In other words, the game is more
likely to ❤️ award you points while jumping if you're holding the joystick left or right,
even if you're jumping straight up. Sometimes ❤️ the game will even award you points for
barrels or other enemies that you didn't actually jump over!
Advanced strategy: Mario
❤️ can sometimes force barrels to roll down ladders. In the early stages, this is fairly
difficult, because the barrels are ❤️ not responsive (though they get more responsive as
the timer ticks down). Starting at level 4, Mario will have maximum ❤️ control over the
barrels. To force a barrel to roll down a ladder, simply move the joystick in the
direction ❤️ of that ladder. This works on all barrels that are at least one level above
Mario. (Barrels on the same ❤️ level as Mario never roll down ladders.) The barrel will
respond to the "command" to come down as much as ❤️ 75% of the time once Mario has maximum
control over them. Note that the barrels respond to the joystick's position, ❤️ not the
direction Mario is actually moving in, so you can make them roll down ladders while
Mario is himself ❤️ on a ladder, and you can make a barrel roll down a ladder to the left
while Mario is jumping ❤️ to the right.
Conveyor Belt Stage
This stage only begins to
appear on Level 3. It appears before the elevator stage on ❤️ its first appearance.
This
stage is broken up in to five distinct layers. Mario begins at the bottom where he must
❤️ climb one of the ladders to the first conveyor belt. This conveyor belt extends from
one end of the screen ❤️ to the other, and cement pies will appear along it
intermittently. The pies can be jumped over or smashed with ❤️ a hammer.
The conveyor belt
will either move to the left or the right, and Mario will be carried along with ❤️ it,
affecting his speed depending on whether he runs with it or against it. This belt will
switch directions whenever ❤️ Donkey Kong is all the way to the left on his belt, so be
alert.
From there Mario can climb up ❤️ to the third layer where there are two bonus
prizes and a hammer. The only threat to Mario on this ❤️ layer are the fireballs, which
increase in number as time goes by. From the center, choose the direction that looks
❤️ safest and climb up to the second conveyor belt layer.
These belts always move in the
direction of the oil can. ❤️ Since this is the layer from which the fireballs spawn – and
you have to worry about cement pies – ❤️ it is the most dangerous level and should be left
as soon as possible. This layer will never change direction.
Your ❤️ last objective in
this stage is to climb up the retractable ladder when it is fully extended to Donkey
Kong's ❤️ belt. You only have to reach the belt; you do not have to directly rescue
Pauline to advance.
A tip: fireballs ❤️ always jump out of the oil can in Mario's
direction. That is, if Mario is to the left of the ❤️ oil can, they will jump out to the
left. At the start of the level, several fireballs will spawn. Wait ❤️ for them all to
come out before crossing over to the right side of the screen, and there's a good
❤️ chance that the right side will be safe. The number of fireballs that will spawn at the
start of the ❤️ level is the same as the level number, up to a maximum of five. That is,
on Level 3, three ❤️ fireballs will spawn; on Level 4, four fireballs will spawn,
etc.
Elevator Stage
This stage appears on Level 2, before the Rivet ❤️ stage.
This stage
features two elevators that Mario must make use of in order to reach the ladder to the
ramp ❤️ on which Pauline is perched. The left elevator goes up while the right elevator
goes down.
The fireball between the elevator ❤️ presents the first challenge. If Mario is
below it (even by a single pixel), it has a chance to climb ❤️ down the ladder. If Mario
and the fireball are both on the top level, it will never descend the ladder. ❤️ Use this
to your advantage when you take the first elevator up.
When using the second elevator,
if it is slow ❤️ enough, you can take a shortcut from the high ledge on the left to the
high ledge on the right. ❤️ Otherwise, you must ride the elevator down to the bottom and
jump from island to island in order to reach ❤️ Pauline. Along the way, Mario must time
his jumps so as to avoid the springs that fall from above.
When Mario ❤️ reaches the ledge
on which Donkey Kong stands, he must time his attempt to climb the ladder and rescue
Pauline. ❤️ The safest strategy is to stand directly over the right elevator, let the
springs bounce over Mario, and make a ❤️ run for the ladder as soon as a spring clears his
head. However, starting at Level 4, the springs come ❤️ at a much faster rate, and a more
detailed strategy is required. It also requires perfect positioning and timing. First,
❤️ there are two main kinds of springs to worry about. A "short" spring is a spring whose
first bounce is ❤️ to the left of DK's foot. A "long" spring is a spring that bounces off
the top of the left ❤️ elevator (in between Donkey Kong's legs) on its first bounce. Many
springs will land somewhere in between ("medium" springs), but ❤️ they're nothing to worry
about until the next step. When you first get to the top, wait for a short ❤️ spring. When
the short spring makes contact on its final bounce, immediately – before it jumps back
into the air ❤️ – start running to the left. Stop on top of the right elevator (the yellow
spot), preferably standing halfway off ❤️ of its right edge. Now, wait for a long spring.
When the long spring lands its first bounce, get ready. ❤️ (If you don't feel ready, don't
go; wait for another one.) After the long spring's second bounce, when it sails ❤️ over
your head, make a dash for the ladder. Now for the hard part: the next spring should
preferably be ❤️ a short spring; though you can still make it if it's a medium spring, it
won't give you the perfect ❤️ amount of time to get up the ladder. If it's a long spring,
you'll have to abort and run back ❤️ to the safe spot. (If you started your dash too close
to the ladder, you'll probably be too high up ❤️ the ladder and get hit.) You cannot abort
if it's a short spring, or you might get hit, so you ❤️ can't necessarily err on the side
of caution. Now, often the second spring will be neither a perfect long spring ❤️ or a
perfect short spring – it will land somewhere between DK's left foot and the elevator –
and you'll ❤️ have to use your judgment. However, if the spring falls completely to the
left of the elevator, it should be ❤️ safe. The attached video should help immensely with
this stage.
The first bonus prize, Pauline's umbrella, is an easy grab, but ❤️ the other
bonus prizes, Pauline's purse and hat, are generally not worth the effort.
Rivet
Stage
This is the climactic stage of ❤️ each level.
Donkey Kong has taken Pauline to the
highest point at the construction site and has nowhere else to go. ❤️ Mario takes
advantage of the situation by removing the yellow plugs (rivets) that hold each level
together. To do that, ❤️ Mario must run or leap over the yellow plugs and they will
immediately disappear, leaving a gap behind. The Firefoxes ❤️ which occupy this stage
cannot cross those gaps, but Mario must leap over them in order to cross them
safely.
The ❤️ Firefoxes always spawn on the opposite side of the screen from where Mario
is standing. The center of the screen ❤️ is counted as the left side, so Firefoxes will
spawn on the right side while Mario is climbing a ladder ❤️ in the middle.
Like other
fireballs, Firefoxes will never go down a ladder unless Mario is at a lower elevation
than ❤️ the Firefox. (The reverse is not true: they can still go up ladders even if Mario
is lower than the ❤️ Firefox.)
There are two hammers on this stage for Mario's
convenience, and they can be used to cut down on Firefox ❤️ traffic. The hammer below
Donkey Kong is an easy nab, but the hammer on the level below that can be ❤️ obtained in
two ways. One way is to move Mario's feet over the edge of the level and jump straight
❤️ up, however it may be easier for Mario to jump straight off the ramp to the left. Mario
will bounce ❤️ off an invisible barrier and return safely to the level with hammer in
hand. Be aware that you cannot jump ❤️ while holding a hammer, so do not attempt to cross
a gap left behind by a pulled plug, or Mario ❤️ will lose a life. Also, be aware that
smashed Firefoxes will eventually respawn, following the spawning rules previously
defined.
The safest ❤️ strategy is to clear the left side, then clear the right. While
clearing the left half, the rivet on the ❤️ second platform from the bottom (the one with
the hammer) should usually be taken last. That way you can grab ❤️ the hammer and carry it
over to the right half of the screen (taking the last rivet on the left ❤️ in the process)
and clear out Firefoxes on the right half. As long as you stay on the right half ❤️ of the
screen, new Firefoxes will spawn on the left, where they will be trapped, because
you've removed all the ❤️ rivets there.
The prizes provide a nice bonus, but Mario should
not risk his life to get them, as there will ❤️ be plenty more available should he
survive. Also keep in mind that if you're some distance away from a bonus ❤️ item, you may
lose more points (from the bonus timer) going to get it than you'll receive for picking
it ❤️ up.
Once Mario pulls all eight plugs, Donkey Kong will fall to his doom leaving
Pauline alone for Mario to rescue ❤️ her. After a brief romantic interlude, Mario returns
to the ramp stage to repeat it all at a higher level ❤️ and more frantic pace.
If trying
to obtain a high score, head to the pole right of Donkey Kong. From that ❤️ location, jump
repeatedly while holding the stick to the right (jump without holding the stick, then
hold it while in ❤️ midair). If done properly, you will jump straight up while receiving
100 points per jump. Starting at around level 4, ❤️ this won't get you terribly many
points, because the timer will tick down 100 points for every 100 points you ❤️ make by
jumping. This is a profitable move earlier in the game, though.
Disclaimer: These 1980s
Classic Arcade Games and Classic ❤️ Video Games are for entertainment purpose only. I did
not write any of these games myself. These games are provided ❤️ AS IS and with NO
warranty. All Copyrights are upheld with their respective game owners.
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