One of my favorite parts of being a video game design student is getting to play games for homework. This week, my assignment was to play Donkey Kong, the Game Boy title from 1994.
Usually, my main focus while playing a new game is the fun factor. An academic setting can really help to break me out of my narrow point of view and see a game in a new way. While playing Donkey Kong, I was supposed to look for design elements and good ideas to inspire a class game project.
What strikes me most about Donkey Kong was the simplicity of the levels. Many levels were entirely visible from the start – making for easy strategizing. It reminded me of the simple mazes I used to have in travel fun activity books, but better. This maze involved a couple of stops and active enemies to avoid.
The foes in Donkey Kong were refreshingly different from the 3D platformer enemies I’ve grown accustomed to defeating. Some enemies can be easily avoided, but their heads can be used as platforms to jump to a higher level. Other enemies wouldn’t kill you outright upon contact with them, but they could knock you off ledges and be a general nuisance. These annoying enemies didn’t have complex A.I. behavior, but the level design was sophisticated enough to make them a formidable obstacle.
I had a hard time getting past the first level in Donkey Kong. I’ll be the first to admit that I’m very bad at Mario games, so it should come as no surprise that I had trouble controlling Mario in Donkey Kong. This game is much older than games I normally play, and the control scheme was much more simple. Instead of worrying about all the angles to make a jump, timing was most often the most important factor. I found myself climbing up the broken ladders, sure that I was out of the deathy barrels’ range, only to discover that the collision was slightly less accurate than newer games and I would soon be dead.
I hold no grudge against Donkey Kong. In fact, I really admire all the creativity in the level design and the simplicity in the puzzles. It’s great to see a game that focused on design before graphics and made the most of the limitations of its time. While this game may not be fun for someone like me accustomed to modern mechanics, I still find it an admirable classic.
Usually, my main focus while playing a new game is the fun factor. An academic setting can really help to break me out of my narrow point of view and see a game in a new way. While playing Donkey Kong, I was supposed to look for design elements and good ideas to inspire a class game project.
What strikes me most about Donkey Kong was the simplicity of the levels. Many levels were entirely visible from the start – making for easy strategizing. It reminded me of the simple mazes I used to have in travel fun activity books, but better. This maze involved a couple of stops and active enemies to avoid.
The foes in Donkey Kong were refreshingly different from the 3D platformer enemies I’ve grown accustomed to defeating. Some enemies can be easily avoided, but their heads can be used as platforms to jump to a higher level. Other enemies wouldn’t kill you outright upon contact with them, but they could knock you off ledges and be a general nuisance. These annoying enemies didn’t have complex A.I. behavior, but the level design was sophisticated enough to make them a formidable obstacle.
I had a hard time getting past the first level in Donkey Kong. I’ll be the first to admit that I’m very bad at Mario games, so it should come as no surprise that I had trouble controlling Mario in Donkey Kong. This game is much older than games I normally play, and the control scheme was much more simple. Instead of worrying about all the angles to make a jump, timing was most often the most important factor. I found myself climbing up the broken ladders, sure that I was out of the deathy barrels’ range, only to discover that the collision was slightly less accurate than newer games and I would soon be dead.
I hold no grudge against Donkey Kong. In fact, I really admire all the creativity in the level design and the simplicity in the puzzles. It’s great to see a game that focused on design before graphics and made the most of the limitations of its time. While this game may not be fun for someone like me accustomed to modern mechanics, I still find it an admirable classic.
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