Donkey Kong. Revision: By Kyle Jones. GDD Template Written by: Benjamin HeadClot Stanley and Alec Markarian

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Donkey Kong Revision: 1.0.1 By Kyle Jones GDD Template Written by: Benjamin HeadClot Stanley and Alec Markarian 1

Overview 4 Basic Information 4 Core Gameplay Mechanics 4 Targeted platforms 4 Monetization model 4 Project Scope 4 Influences 4 The Elevator Pitch 5 Brief Description 5 Level Design 6 Board One 6 Board Two 6 Board Three 7 Board Four 7 Interfaces 8 Main Menu 8 How High 8 Game Over/High Score 8 Mechanics 8 Characters 8 Platforms 9 Enemies 10 Pickups 11 Points 11 Assets 12 Sprites 18 Sound 18 Music 18 Character FX 18 Citations 20 2

Overview Basic Information Theme Rescue mission Setting Donkey Kong will feature a different setting for each of its 4 boards, with their general theme being an industrial complex. Genre Climbing Game Core Gameplay Mechanics Jumping Climbing Targeted platforms Arcade machines Monetization model Coin based pay to play. Inserting a coin into the machine will give the player 3 lives and begin the game at stage one. Subsequent coins will not give additional lives, but will instead allow the player to restart once his lives have been depleted. Project Scope Development Time: 5 months Budget: 20,000,000 Influences PopEye (Comic Strip) The relationship between Mario, Pauline, and Donkey Kong will by design heavily resemble the dynamic found between Popeye, Olive Oyl and Bluto. Namely, the heroic player who must save his love from a dimwitted and extremely buff opponent. The hope is that this dynamic will resonate with players as a familiar and friendly trope. King Kong (1933 movie) Inspiration for a the antagonist has been heavily drown from the 3

1933 King Kong movie, as his kidnapping of Ann Darrow mirrors the kidnapping of Pauline perfectly. Donkey Kong s surname will be a homage to this. The Elevator Pitch Donkey Kong has kidnapped your girlfriend, and only you can save her. Climb, jump, and smash your way through 4 unique boards to save the one you love. Brief Description Donkey Kong is a new take on the Climbing Game genre, as not only must the player climb ladders, they must avoid obstacles and transition between platforms by jumping. Players begin at the bottom of the screen and must climb to the top, where Donkey Kong holds Pauline hostage. Between the player and Donkey Kong is a series of platforms and ladders, as well as damaging enemies. The player must climb up and jump between these platforms (while avoiding enemies) in order to reach the final platform where Donkey Kong and Pauline wait. Most boards will also contain one or more Hammer power ups, which allow the player to destroy enemies and barrels for a limited time. Upon reaching the final platform (in all but the fourth board), Donkey Kong will grab Pauline and climb up to the next board, with Mario following closely behind. 4

Level Design For reference a game board 224 pixels by 256 pixels. All counting begins in the bottom left of the screen. Levels are sets of boards, given as follows. Level 1: Board 1, Board 4 Level 2: Board 1, Board 2, Board 4 Level 3: Board 1, Board 3, Board 2, Board 4 Level 4 Board 1, Board 3, Board 1, Board 2, Board 4 Level 5 and Up: Same as level 4, only more difficult Board One Board one consists of six 208 pixel girders with the middle four set at 4 angles from the horizontal with alternating pivots. This creates a series of ramps leading towards the base. Each girder is connected to the ones immediately below and above it via two (first, second, fifth) or three ladders (third, fourth), which are placed in locations as shown in the concept art to the right. Some of these ladders are broken (first, fifth, eighth, and eleventh). Every 2 seconds, Donkey Kong will roll a barrel across his girder. The barrel will then travel down the ramps towards the bottom of the screen. Additionally, in the bottom left corner is a barrel of oil, which Donkey Kong directly targets with an oil barrel at the beginning of the board. Two hammers are placed within this board, at the beginnings of the 2nd and 5th ramps. Board Two Board two consists of nineteen small girders laid out around the screen, and two large elevators spanning between the first and nineteenth platform, as shown in concept art to the right. Donkey Kong s platform at the top is 168 pixels, and the bottom platform where Mario begins spans the full width of the screen. The other 16 platforms are either small (16 pixels), medium (24 pixels), or large (32 pixels). On the left side of the screen, three medium platforms are connected with ladders. Going across the screen, an elevator with small platforms is next, followed by another two platforms connected with ladders (the lower being medium sized, the higher being large), another identical but reversed elevator, and then a series of thirteen platforms laid out in a rough S pattern. Within this pattern, 10 of the platforms are small, 5

while 3 are medium (first, fourth, ninth) and one is extra large (40 pixels). Each portion of the S has four girders, with one additional girder near the top. Within the S, ladders are connected between the fourth and fifth, the sixth and ninth, eighth and tenth, and nine and thirteenth, allowing Mario to progress vertically. Donkey Kong throws springs every four seconds, which bounce across the top of the screen and fall down through the middle of the S. There are a total of three collectables in this board, a parosale on top of the first set of platforms, a hat on the lower girder between the elevators, and a handbag on top of the rightmost girder. FireBalls spawn on top of and roam around the later two collectables. Unlike previous boards, no hammers are given to the player in this board. Board Three Board three consists of 5 horizontal segments of platforms, with the first and third being girders, and the others being conveyors. The middlemost platform has will be divided into three separate platforms, each with 16 pixels gaps on either side. The gaps between the platforms begin at 40 pixels on either side. The forth platform is divided into two conveyors, with a burning oil barrel in the middle. Donkey Kong does not throw any enemies within this board, he just slides back and forth on his conveyor. For pickups, this board has a hat and parasol on the middle and right side of the third segment. Like before, two hammers are placed within this board, at the middle of the second segment, and on the left side of the third. Board Four Board four consists of five horizontal girders, each divided into 3 sections with rivets in between. These breaks take place at 48 pixels from the center on either side of the girders. Each girder is connected to the ones directly above and below it by three (first and third segments) or four (second and fourth segments) ladders as shown in SOME FIGURE. The girders get smaller as they go up, decreasing 8 pixels on either side per segment. As for collectables, a handbag spawns near the center of the first girder, a hat appears on the right side of the second girder, and a parasal can be found on the left side of the top most girder. As per usual, two hammers appear in this board, one of the left side of the third segment, and one in the center of the fourth segment. Firefoxes spawn randomly every 3 seconds, appearing at the edges of one of the girders. This continues until 5 are onscreen, and only resumes if one or more are destroyed. Unlike other boards, this board is completed by 6

removing all of the rivets, at which point Mario is teleported to the top to finally be reunited with his girlfriend as Donkey Kong falls to his demise. Interfaces Main Menu The main menu is very simplistic. It will show the logo for Donkey Kong, a large sprite of him flexing his muscles, and a message asking for coins. Once a coin has been inserted, it will ask the player to press start, at which point it will move to the How High screen. How High This screen exists between each board, and shows the player how far they are till the end of their level. Board 1 displays that they are at 25m, Board 2 displays that they are at 50m, etc. Alongside the meter indicator, a series of Donkey Kong sprites are stacked on top each other for each multiple of 25, giving an even easier indicator of which board the player is entering. Game Over/High Score The game over screen shows the player the score which they achieved, compared to the other high scores scored on that machine. A prompt also appears instructing the player to press start to return to the main menu. Mechanics Characters Mario Movement By pushing the joystick in the corresponding direction, Mario can move left and right across the screen. Mario can also climb up and down ladders in the same way, provided he is directly on top or below them. Additionally, by pressing the A button, Mario jumps 12 pixels into the air, just high enough to pass over every type of enemy. Life Mario begins the game with 3 lives as detailed above, with a bonus life being earned after he ammases his first 7 thousand points. If Mario touches an enemy, falls more than 32 pixels, or allows his bonus score counter to reach zero, his death animation plays and he loses a life. Donkey Kong In boards 1 and 3, Donkey Kong throws either Barrels and Springs (respectively) to the right of the screen, which make their way towards Mario. Other than this, he acts as just another enemy, albeit one that cannot be harmed by the hammer. 7

Platforms Girder Girders are the standard platform, and do not have any special properties. Ladder Regular Ladders can be climbed vertically in both directions by Mario and Fireballs. Barrels can fall down ladders, and choose to do so 30% of the time. Broken Broken ladders can not be fully ascended or descended by Mario, but they can be descended by barrels. To fireballs, broken ladders function as regular ladders. Extendable Extendable ladders are ladders which are only at their full height part of the time. Most of the time, it is in transition between collapsed and extended. A cycle between retractions takes approximately 7 seconds to complete. Mario and fireballs can only climb the ladder as far as it is extended. Conveyer Converys push all entities on top of them either left or right, as indicated by the turning wheels. They conveyer changes direction randomly, but should change every 4 seconds on average. Conveyors also spawn Pie s on their edges every 3 seconds, unless Donkey Kong is standing on it, as seen on board 3. Elevator Elevators move either up or down at a rate of 14 pixels a second. An amount of moving platforms are spawned on an elevator such that there are always at least 2 visible on screen at all times. Each platform on an elevator is 16 pixels wide. If an entity is standing on top of (in the case that the elevator is going up) or below (in the case that the elevator is going down) just before the platform reaches the end of its line, the entity is destroyed. Rivet Rivets are very small platforms that are destroyed when jumped or walked over. They give 100 points upon being destroyed. Enemies All enemies kill Mario if he touches them. Jumping over any enemy awards the player with 100 points. Wooden Barrel Wooden barrels roll horizontally in the direction they are thrown by Donkey Kong at 25 pixels a second. When the barrel reaches the edge of the screen, it checks if Mario is above or below it. If Mario is above, the barrel rolls off the screen to save on memory. If Mario is below the barrel, it changes direction and rolls down the next Girder. Unlike most enemies, wooden 8

barrels give increasing rewards if multiple are jumped at the same time. The player is given 300 points for jumping over 2 barrels, and 500 points for jumping over 3+ barrels. Hitting a wooden barrel with a hammer awards 300 points. Wild Barrel Wild barrels are variants of wooden barrels, where instead of being rolled they are dropped downwards or thrown directly towards Mario by Donkey Kong. Every barrel Donkey Kong throws has an 8% chance of being wild, and if spawned, have a 60% of only being dropped. Dropped: On their way towards the bottom platform, if a dropped wild barrel were to hit a girder, it instead bounces either left or right (depending on player location) and continues its decent. When it hits the final girder, it turns into a normal wooden barrel and rolls offscreen. Thrown: On their way towards Mario, thrown wild barrels phase through platforms, unless the platform they are about to hit is the last platform before they would fall off the screen. If this is the case, they bounce of the girder and perform as the dropped barrel above. Blue Barrel Blue barrels function similarly to wooden barrels, with a few major differences. Blue barrels never roll of the edge of the screen, can t be chained for additional points, and only spawn 12.5% of the time. Additionally, when a blue barrel collides with an Oil Drum, a fireball is spawned nearby. Lastly, blue barrels give a random amount of points when destroyed with a hammer. There is a 25% chance it is 300 points, a 50% chance it is 500 points, and a 25% chance it is 800 points. Oil Drum Oil drums are stationary, and have no function besides their interaction with Blue barrels. Spring Springs bounce every 0.5 seconds, and cover 48 pixels per jump. Fireball Fireballs wander randomly, but generally make their way towards Mario both vertically and horizontally. They and FireFox\s are the only enemies capable of moving both up and down ladders. Like Blue barrels, they award a random amount of points when hit with a hammer. The is a 50% chance it is 300 points, 33% chance it is 500 points, and a 17% chance it is 800 points. FireFox Functionally the same as fireballs, just a different sprite. Pie Pies are stationary enemies that have no special mechanics. When destroyed by a hammer, they give a random amount of points with the same value and odds as blue barrels. 9

Pickups Hammer If equipped with a hammer, Mario raises it above his head, holds it for 0.5 seconds, and then strikes the ground in front of him for another 0.5 seconds. The hammer is swung 32 times in total, and begins to flash after 16 swings. While Mario has the hammer, all enemies which can be hit with it begin flashing blue and white. Points Bonus Time Bonus points are added to the players score at the completion of a board. Bonus points begin at some number, and count down after a given number of frames. The number and the rate of loss depend directly on which level the player is currently on, as follows. Level Starting points Rate of loss( Frames) Rate of loss (Seconds) 1 5000 120 2 2 6000 100 1.667 3 7000 80 1.33 4 8000 60 1 When the Bonus timer reaches zero, Mario is not in the air, and Pauline has not been reached, Mario loses one life. Collectables For the Parasol, Hat, and Purse, their point value depends on the current level (not board) Level Points per item 1 300 2 500 3+ 800 10

Assets Sprites Mario Movement The first three sprites serve as Mario s walk animation. The next four are used for climbing. The second last is idle, and the last one is dying. Hammer These are cycled until the hammer runs out. Changing the color is done in engine with a hue shift. Donkey Kong Dancing Holding a barrel Donkey Kong dancing while not holding a barrel. 11

Rolling a barrel Donkey Kong Holding a blue barrel Donkey Kong rolling a barrel in the given direction Climbing away with Pauline 12

Falling Donkey Kong climbing away with Pauline after Mario reaches her Donkey Kong falling after all rivets are removed at the end of board 4. Between boards Pauline Base Donkey Kong as shown in the How High load screen. Heart Animation cycled through begging Mario for help 13

Pickups Heart shown when Mario and Pauline are reunited and then torn apart Paulines pickups scattered throughout the boards Enemy Death Wooden Barrel Rolling Quick animation which plays when an enemy is hit with the hammer Looping animation played while barrel is rolling across a girder Wild/Rolling down ladder Barrel as it is shown while either being dropped, thrown, or is rolling down a ladder Stacked Static sprite as they appear next to Donkey Kong when he is rolling barrels. 14

Oil Barrel Rolling Looping animation played while barrel is rolling across/down a girder Thrown/ Rolling down ladder Barrel as it is shown while either being dropped, thrown, or is rolling down a ladder Oil Drum The first frame is the drum before being lit. Once lit, the next 2 frames loop Fireball FireFox Looping animation as the fireball moves 15

Single sprite of firefox. Actual animation is done in engine by distorting the sprite Rivet Rivet as it appears on board 4 Spring The left sprite is switched to whenever the spring touches a girder, the right sprite is used otherwise Girder Tileable texture for girders. This is the minimum size for a girder. Girders that are larger than one of these but smaller than two can be achieved by layering two offset girders on top of each other Ladder Tileable texture for ladders. Ladders of any size can be created with layering techniques as described with girders above. 16

Hammer Pickup Hammer pickup as it looks in every level Lives Shown as part of the UI in the top left corner Bonus Box for bonus points to be displayed Sound Music Menu How High Screen Board 1 Board 2 Board 3 Board 4 Board Victory Rivet Victory Game Over High Score Hammer Bonus Points Running Out Character FX Walking Jump Barrel Jump Death Hammer Smash 17

Pickup Item Fireball moving Spring Moving Spring Falling Donkey Kong Jump Donkey Kong Roar Girders falling 18

Citations The Players Guide to Climbing Games. (1983, January). Electronic Games, 1 (11), 48-58. C. (n.d.). Donkey Kong Play Guide. Retrieved February 27, 2018, from http://www.classicgaming.cc/classics/donkey-kong/play-guide#board4 Donkey Kong Basic Manual. (n.d.). Retrieved February 27, 2018, from http://wiki.donkeykonggenius.com/donkey_kong_basic_manua l Davidson, M. E. (n.d.). Sounds from the Arcade. Retrieved February 27, 2018, from http://www.basementarcade.com/arcade/sounds/sounds.html 19