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Miyamoto Shrine > Writer
Kong: Histories > Donkey Kong
Donkey Kong started life as
a similarly built but less hairy Bluto as Nintendo president Hiroshi Yamauchi
allowed a young designer Shigeru Miyamoto to make a game based on the Popeye license.
Towards the end of the design of the game the deal fell through forcing Mr.
Miyamoto to design his own characters to replace Popeye, Olive and Bluto so he
turned to the latest Japanese cultural phenomenon for inspiration; Godzilla and
King Kong.
Shigeru Miyamoto decided to
make his own ape called Monkey Kong but after someone accidentally called him
Donkey Kong Mr. Miyamoto decided to keep ‘Donkey’ because it meant stupid in
English.
Mr.
Miyamoto’s Original Sketch
The Donkey Kong arcade game
was the first game to ever have a jump button and therefore it was the first
platform game. The game was set on a number of different levels and your
objective adjective as Mario (then called ‘Jumpman’) was to reach Pauline at
the top of the screen whilst avoiding barrels thrown down by Donkey Kong as well
as many other dangerous obstacles.
65’000 arcade units were
sold in Japan and all of the games characters were shot into videogame stardom,
Donkey Kong still remains one of the most important landmarks in gaming history.
After Donkey Kong's huge
success in both Japan and abroad Mr. Yamauchi set Shigeru Miyamoto the task of
creating a sequel. Mr. Miyamoto knew that he had to create something completely
original to be successful in whatever art he was going to create and thus set to
work on creating a completely new game.
Donkey Kong Jr was released
in 1982 and ‘jumpman’ had finally been named Mario after the Nintendo of
America landlord who supposedly looked a lot like ‘jumpman’. Instead
of more barrel-jumping, the game consisted of climbing vines and dropping fruit
on psycho-traps. Then again in 1983 Donkey Kong 3 was released where you played
as Stan the bug man and had to kill off bugs whilst making sure Donkey Kong
didn’t come down from the vines.
All the arcade games were eventually converted to
NES and Game & Watch and Donkey Kong soon disappeared only returning in 1992
as a playable character in Super Mario Kart.
In
1993 Tony Harman, Development Manager of Nintendo of America, was visiting Rare
Ltd as part of one of his globe trotting trips to visit developers making games
for the Super NES. He was shown a simple demo of a boxer that used computer modeling
techniques, Rare were able to convert the demo to the SNES and make a whole game
with these beautiful graphics but only if Nintendo could provide the funding for
such a huge project. When Tony returned to the USA he managed to get the backing
of Mr. Miyamoto himself.
It
was decided that Rare would be given the Donkey Kong franchise to use on their
new game because it had little background story and Rare could pretty much make
up whatever they liked for the game. Mr. Miyamoto designed a modernized Donkey
Kong for Rare (although Rare added his tie) and the new game, Donkey Kong
Country, was in development from the fall of 1993 to the winter of 1994.
Shigeru
Miyamoto’s new Donkey Kong
In
1994 journalists were shown Donkey Kong Country for the first time, they all
thought it was for a new Nintendo system to compete against the upcoming
Playstation and Sega Saturn but were shocked to find out it was to be released
for the Super Nintendo that year. Donkey Kong Country gave the SNES the edge
against the Sega Genesis (Mega Drive in Europe) and persuaded people not to wait
for new 32-bit systems that were on the horizon, the game sold 8 million copies
and was the greatest selling 16-bit title ever.
Rare
created 2 sequels for Donkey Kong Country which each sold extremely well, they
then went on to create Donkey Kong country for the N64 and currently have
several Donkey Kong games planned for Gamecube and Gameboy Advance. The rest as
they say, is history.
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