| Donkey KongŪ |
|
INTELLIVISION CARTRIDGE [COLECO #2471]
Released in Europe by CBS Electronics
Based on the Nintendo of America, Inc. arcade game
Program: unknown |
CATALOG DESCRIPTION (Coleco brochure, 1982)

In this engaging game, Donkey Kong the ape has captured Mario's girlfriend, and has taken her to the top of a steel fortress. You've got to get Mario to the top to save her! But - as he runs across the girders and up the ladders, the ape throws barrels at him to prevent his progress. mario must jump the barrels to get to the top and rescue his girlfriend!
DEVELOPMENT HISTORY
Versions were released for Atari 2600, ColecoVision and Intellivision.
Bugs: Doesn't work on
Intellivision II. (Find out why here.)
Fun Fact: The Japanese word for "stupid" or "foolish" literally means "donkey-like." So "Donkey Kong" can be interpreted as "Stupid Kong." However, since the Japanese language has no obscenities, translators usually use the same word when an obscene adjective is needed. So "Donkey Kong" can also be interpreted as "F***ing Kong."
Fun Fact: Just four months before the heavily-anticipated home release of
Donkey Kong, Universal Studios sued
Nintendo and
Coleco claiming the arcade game and the home versions ripped off the movie
King Kong. Coleco, not wanting to risk delaying the launch of
ColecoVision, agreed to pay royalties to Universal. Nintendo chose to fight. Several months after release of
ColecoVision and the
Donkey Kong cartridges, Nintendo won. Coleco then sued Universal, winning back a portion of the royalties.
Fun Fact: When the programmers at
Mattel Electronics saw the
Intellivision version of
Donkey Kong, they were shocked at how bad it was. They actually suspected a conspiracy: that
Coleco released an awful version for Intellivision so that the
ColecoVision version - and the
ColecoVision itself - would look that much better.
Far more likely it was the result of a rushed development schedule and having no experienced Intellivision programmers on staff.
But whatever the reason, the programmers (specifically
Bill Fisher, Steve Roney, Mark Urbaniec and
Keith Robinson) begged management for the opportunity to program their
own version of
Donkey Kong - not for release, obviously, but to demonstrate for the press what Intellivision could do when programmed properly. They were confident they could put together a version more faithful in feel and gameplay to the original arcade game than even the
ColecoVision version. Management said no, feeling the programmers' time could be better spent.