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Prerelease:Donkey Kong (Game Boy)

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This page details prerelease information and/or media for Donkey Kong (Game Boy).

Hmmm...
To do:
Finish documenting this stuff:

Donkey Kong went through a lot of interesting changes throughout its development.

Late 1993/Early 1994 Builds

Two builds were shown off in late 1993 and early 1994 though various VHS tapes and a Nintendo Power Laserdisc respectively. Due to the extreme similarity between the two builds, they will be paired together in this section. No mention is made of the Super Game Boy for either build, suggesting that SGB compatibility wasn't added yet.

Title Screen

Pre-release Final
DKGB-PreTitle.png DKGB-MonoTitle.png

The game's title was originally Save The Lady From Donkey Kong (a reference to the arcade game's instruction card) rather than GAME BOY Donkey Kong. Donkey Kong himself isn't present.

25m

Pre-NP Laserdisc Final
DKGB-Pre25m.png DKGB-25m.png

Mario's idle animation is different. The original idle animation would be reused for the final's ending cutscene. Additionally, both Donkey Kong and Pauline's sprites are directly based on their arcade counterparts. Also, the timer starts at 999 seconds and there's two hammers like in the original arcade stage.

50m

Pre-NP Laserdisc Final
DKGB-Pre50m.png DKGB-50m.png

50m went though some difficulty changes for the final game. There are four fire enemies on-screen at once, they could jump down platforms, the ladders below Donkey Kong were standard ladders and the 1UP heart was originally a parasol. Graphics wise, the fire enemies are using their 100m graphics and the oil drum isn't on fire.

75m

NP Laserdisc Final
DKGB-NP75m.png DKGB-75m.png

Donkey Kong's sprite has changed since the Pre NP Laserdisc build, but it's still different. Likewise, Pauline's sprite now matches up with the final game. Additionally, the parasol became a hat and the purse became a 1UP heart.

Stage 1-1

Pre NP Laserdisc NP Laserdisc Final
DKGB-Pre1-1.png DKGB-NP1-1.png DKGB-1-1.png

This stage's structure evolved significantly throughout development, though the basic idea and the bonus objects' placement remained the same throughout. The Pre NP Laserdisc build is notable for showing enemies completely unlike anything seen in the final game. The NP Laserdisc build shortened the first platform and added a trash can.

Stage 1-5

NP Laserdisc Final
DKGB-NP1-5.png DKGB-1-5.png

The entire stage, save for the parasol, was mirrored for the final. The second Rappy was replaced with a Firechu.

Nintendo Power Pak Watch (March 1994)

A later build. Much like the above screenshots, there's no mention of the Super Game Boy.

Stage 1-2

Pre-release Final
DKGB-NP58-1-2.png DKGB-1-2.png

Several differences are visible here. A clothesline was added to the bottom-left, the key was moved from the bottom level to the short platform below the pre-release's Hat, which was moved to be above the clothesline. Part of the platform on the bottom-right is missing along with the ladder that connects to it.

Ship Map

Pre-release Final
DKGB-NP58-Ship.png DKGB-Ship.png

Almost everything is a little different here. The ship is a simpler design, the background is dithered white and light gray, and the map "pinned" to the background with tacks. The icons for Mario, Donkey Kong, and the levels themselves are different. The stages are referred to as "Chapters", and the actual map layout is laid out slightly differently (but functionally identical).

Nintendo Power Preview (June 1994)

This is the first build shown off that features the Super Game Boy palettes.

Pause Menu

Pre-release Final
DKGB-pausemenuNP.PNG DKGB-pausemenuretail.png

The cluster of barrels was replaced with a sign which shows the current stage. The hole in the bricks was also partially filled in.

Bonus Game

Pre-release Final
DKGB-bonusgameNP.PNG DKGB-bonusgameretail.png

The "stop the light" bonus game was completely redesigned: the preview shows a Wheel of Fortune-styled wheel with three landing points for each prize, a 5-Up award, and Mario hitting a button with a hammer to slow/stop the light.

Big City

Pre-release Final
DKGB-14early.PNG DKGB-14retail.png

Stage 1-4 is longer in this version, and has Mario start from the left instead of the right. In the final game, the platforms are higher to prevent the player from handstand-jumping up.

Forest

Pre-release Final
DKGB-bridgeearly.PNG DKGB-bridgeretail.png

The bridge in Stage 2-1 is made of sockets instead of its own tiles. The platform positions were also changed slightly.

Pre-release Final
DKGB-25early.PNG DKGB-25retail.png

The spikes in Stage 2-5 were lowered and stretched longer to prevent the player from jumping over them (although the blocks added to both sides make that moot with a well-timed triple jump). The Bukubuku enemies have a different, less menacing design than in the final game.

Pre-release Final
DKGB-26early.PNG DKGB-26retail.png

Stage 2-6 is much more complex here: there are more switches, the bottom-right corner features an elevator instead of a platform, the spikes aren't covered horizontally, and the bottom has fireballs and spikes.

DKGB-squirrelboss.PNG
An apparent mock-up of a flying squirrel boss which isn't in the released game at all. The text indicates that it would've worked the same way as the other bosses.

According to a developer interview found here, the Giant Squirrel was one of the first bosses made for the Game Boy Donkey Kong. Non-Donkey Kong bosses like this were eventually axed because the development team felt they took away from the presence of the ape himself.

Ship

Pre-release Final
DKGB-uniquelevel.PNG DKGB-31retail.png

A rather different version of Stage 3-1 here: the player would have to climb down and bring the key up, rather than using a bridge to reach the key.