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🔔 / @nenrikigaming 🎮 Title: ドンキーコング (Donkey Kong) 🕹 Platform Spec 🖥️ System: Nintendo Family Computer Disk System (Famicom add‑on, FDS, FCD) 🌍 Region Label: JP 🇯🇵 📄 Revision: Reprint (Format Variant) 📅 Release: 1988-April-08 🏢 Publisher: Nintendo 👾 Port Developer: Nintendo R&D2 🔁 Port Info • Type: Perfect Port • Origin: Donkey Kong (Famicom, Japan, 1983) 🔁 Lineage Info • Type: Iterative Evolution (Arcade‑to‑Console Lineage) • Origin: Donkey Kong (Arcade, Japan, 1981) 🎲 Genre: Action → Platformer (Fixed‑Screen Platformer) 🧮 Score Profile ⭐️ Personal Score: C 🌐 Consensus Score: B– (▽) 💬 Cultural Impact (Ψ): B (▽) 📆 Historical Tier: B– (↓) ✅ Completion Status: 9× Loop Clear + Survival Session + High Score Session (246,400 pts) 🏁 Ending Type: No Ending 🔥 Difficulty Profile 🔧 Difficulty Mode: Game A 📈 Difficulty Curve: Loop Increase + Plateau ⚙️ Perceived Global Difficulty: High Pressure (Punishing) 🧠 Play Mode: Focused Play 🎯 Intent: Documentation Donkey Kong (Famicom Disk System, 1988) is a Japan‑only reissue of the 1983 Famicom version, a port of the 1981 arcade classic. This edition preserves the original program without mechanical changes, offering the same fixed‑screen action platformer structure where Mario 🧱—a carpenter armed only with timing and precision—must rescue Lady from the giant ape Donkey Kong 🦍. The story unfolds across a construction site 🏗️ filled with rolling barrels 🛢️, collapsing girders, and improvised hazards, presented in a Side View (lateral perspective) with a Fixed Screen layout that keeps every threat visible at all times. Gameplay revolves around direct movement, ladder climbing 🪜, and binary‑predictive jumping (fixed‑arc jumps without mid‑air control). Mario can walk, climb, and leap over barrels or gaps, but gravity is constant and falling more than two platform units results in an immediate miss. The hammer 🛠️ grants temporary invulnerability and offensive power, though it restricts jumping and ladder use, creating a tactical trade‑off. Lady occasionally drops items like the Parasol ☂️ and Bag 👜, which award points but do not affect progression. Each loop 🔁 consists of three stages: Girders, Elevators, Rivets. In Girders, Donkey Kong throws barrels 🛢️ that roll diagonally or drop unpredictably through ladders. In Elevators, Jack hazards fall vertically ⬇️, requiring precise timing. In Rivets, Mario removes structural bolts until the platform collapses, causing Donkey Kong to fall. Clearing all three stages completes one loop and triggers a restart with increased speed and aggression. Difficulty rises sharply through the first six loops, then stabilizes at a demanding plateau where survival depends on reflexes ⚡ and pattern recognition. The session is recorded as a 9× Loop Clear + Survival Session + High Score Session, since nine full cycles were completed before defeat in a structure that restarts endlessly and provides no final ending. Scoring emphasizes risk: jumping over barrels, destroying enemies with the hammer, collecting items, and finishing stages quickly to earn bonus time ⏱️. A single extra life is awarded at 20,000 points, making resource management critical. Hazards include Barrels, Ojama Mushi (fire enemies spawned from the OIL drum), Jack projectiles, and faster flame‑type foes 🔥 in later loops. Their behavior mixes deterministic patterns with mild randomness, reinforcing the game’s high‑pressure, punishing difficulty profile. This FDS edition includes four modes (1P/2P Game A/B), with the B variants delivering faster and denser hazards from the very start. Controls remain simple—D‑Pad for movement, A for jumping, START for pause—reflecting early Famicom design. The game’s structure encourages replayability through escalating loops, score chasing 🏆, and mastery of timing‑based navigation. Historically, this version holds modest significance: it is a format‑variant reprint rather than a landmark release, overshadowed by the arcade and original Famicom editions. Still, the underlying design remains foundational to the platformer genre, demonstrating early environmental storytelling, hazard‑driven progression, and loop‑based escalation. While the FDS reissue feels dated for 1988, it preserves an iconic piece of Nintendo history 🎮 with its classic blend of tension, precision, and arcade challenge. #DonkeyKongFDS #ドンキーコング #DonkeyKong1988 #DonkeyKong https://X.com/NenrikiGaming