Series
Donkey Kong
10 games, 1981–2025.
Games
Interactive: timeline (needs JavaScript)
The series by yearMechanics
A marked cell changed from the game before. “Uses” means the game has the mechanic, with no variant recorded yet.
Every claim, by mechanic and game
| Concept | Donkey Kong 1981 | Donkey Kong Jr. 1982 | Donkey Kong Jr. Math 1983 | Donkey Kong 3 1984 | Diddy Kong Racing 1997 |
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| Boost pad | | | | | - In the US 1.0 version of Diddy Kong Racing, a zip-pad surface sets a racer's boost timer to 45 when it's at 0, in the car, hovercraft, and plane routines alike, and a ground zipper object sets 45 for a grounded racer within its radius whenever the timer is below 15. A Nitro sets 35, 55, or 75 at its first, second, and third level. In the car's ground routine, while the timer is above 0 after the countdown, the throttle is held open and the factor the code calls
traction, unless it's 0, becomes 2.0. Code
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| Difficulty ramp | - Each board's bonus timer starts at 10 × level + 40, computed in 8 bits and capped at 80, and the readout shows 100 times the value: 5,000 on level 1, 6,000 on level 2, 7,000 on level 3, and 8,000 from level 4. The listings read MAME's
dkong set (US set 1). Code - Donkey Kong's internal difficulty, which the comments say sets the speed of fires and the behavior of wild barrels, is the level number plus a timer that steps once every 2,048 calls of its routine (256 × 8), capped at 5. Code
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| Drift boost | | | | | - In the US 1.0 version of Diddy Kong Racing, a car's power slide starts in its ground routine when R is held, the stick is past 15 either way, and the car is going forward faster than 3 (the code's velocity below -3). While R stays held the routine multiplies the top-speed value by 1.1. Letting go of R, or slowing to a velocity above -2, ends the slide and sets nothing else. During a slide the car update clamps the stick to 50 either way, quarters steering into the slide, and adds 60 toward it; holding the stick 26 or more against the slide adds the update rate to a count, and past 80 the car spins out and the slide ends. In an atlas search of src/, every write to the boost timer belongs to a zip pad, zipper, the start, a Nitro, a magnet, a plane trick, the loop-the-loop vehicle, or a boss, so a slide ends without a boost. Mario Kart 64 instead charges stages toward a mini-turbo while the stick counter-steers a drift. Code
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| Extra life | | | | | |
| High score | | | | | |
| Item distribution | | | | | - In the US 1.0 version of Diddy Kong Racing, a weapon balloon's type is set by its entry in the track's object list, with no roll: the code names five types, boost, missile, trap, shield, and magnet, which the decompilers' names for the all-balloons cheats pair with blue, red, green, yellow, and rainbow. A racer that touches a balloon takes its type. If the racer already held the same type with any left, the weapon's level rises by one, up to the third (level 2); otherwise it starts at the first. In a challenge the level stops at the second, and trap balloons start there; the Maximum Power-up cheat makes every pickup third-level, and CPU-driven boss vehicles collect none. The weapon and its quantity come from a table the game loads as an asset, two bytes for each type and level, so they aren't in the repo. A CPU racer's driving routine
func_80042D20 can also raise a first-level pickup by one, on a percent chance from the AI behavior table. Mario Kart 64 instead picks an item box's item in Grand Prix from a 100-slot row for the driver's place. Code
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| Kill screen | | | | | |
| Rocket start | | | | | - In the US 1.0 version of Diddy Kong Racing, a race, challenge, or time trial starts its countdown at 80, and once the HUD signals the start each update takes the update rate off it; "Get Ready" shows while it reads 2 or more. A racer's first fresh press of A after the countdown drops below 80 decides its start boost. A press while the countdown reads 29 to 15 sets a boost timer of 4 up to 11 as the reading falls, half of 24 less the reading's excess over 14, rounded down (computed), and a press while it reads 14 or less sets 20 with a select sound; holding Z also counts a reading of 15 as 20. A first press while it reads 30 to 79 gives no boost and spends the chance. A Master CPU driver takes the start boost a human set, or 5 if none did, and an Expert one copies a human's if there is one. In the car's ground routine, while the boost timer is above 0 after the countdown, the throttle is held open and the factor the code calls
traction, unless it's 0, becomes 2.0. Mario Kart 64 instead takes a press of A that begins within 8 race frame counts of its window opening (20 in Time Trials), while the kart's THROTTLE flag isn't already set, and every such start gets the Mushroom's boost timer, 80. Code
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