New Music Discovered In Donkey Kong For Arcade
First time accepted submitter furrykef . writes Over 33 years have passed since Donkey Kong first hit arcades, but it still has new surprises. I was poking through the game in a debugger when I discovered that the game contains unused music and voice clips. One of the tunes would have been played when you rescued Pauline, and two others are suggestive of deleted cutscenes. In addition, Pauline was originally meant to speak. In one clip she says something unintelligible, but it may be "Hey!", "Nice!", or "Thanks!". The other is clearly a cry for help.
As another example, in January 2013, I discovered a cheat code in the SNES RPG Breath of Fire 1 that allows you to create a save file at a few key locations in the story. This cheat code sat hidden for about 20 years, and it wasn't until I came along and reverse engineered the game that it showed up.
Link to it: click me. Sorry for the quality; it is a really difficult thing to record when your only recording device is an iPad and there was nobody home at the time. Not to mention how hard it is to do that controller sequence and record with only two hands.
"Screw Sun, cross-platform will never work. Let's move on and steal the Java language." - Visual J++ Product Manager
By putting the caps like that, you make it look like they thought each of those was a sentence.
Here's direct from the binary (c_5k_b.bin). It uses byte aligned 8 bit ASCII, which is not super common back then, but it was the actual standard. (and still is!)
This is UNIQUE, however- the REST of the file uses binary 0x00 (null) to map to numeral zero, up to 0x09 for numeral 9, then 0x0A for A, 0x10 for G, etc. That means that unlike all the other text in the game, this was rendered in ASCII, in another language, and burned to the ROM just so that maybe some hacker, somewhere, would answer their call- or at least feel cool.
It is most properly rendered:
CONGRATULATION !IF YOU ANALYSE DIFFICULT THIS PROGRAM,WE WOULD TEACH YOU.*****TEL.TOKYO-JAPAN 044(244)2151 EXTENTION 304 SYSTEM DESIGN IKEGAMI CO. LIM.
The string begins with a null character. It has two spaces after "ANALYSE" and "THIS", and four spaces after the telephone 2141, and three spaces after the 304 and the "SYSTEM DESIGN". The entirety of it is exactly 160 bytes. There are no line feeds or other characters.
So, no, they did NOT type:
"If you analyse
Difficult this program,"
This represents around 1% of their total space on their final shipped product. 1% of their product to put this call in a foreign language to hackers across the world. Granted, Donkey Kong has a bit of spare space in the ROM, but... still.
Donkey Kong uses discrete analog components for its sound and its hardware is documented both through the schematics and the MAME driver implementation of said discrete sound.
Ogg Vorbis certainly isn't dead - development has slowed in the past 5-7 years, due to the codec reaching maturity, but it remains the best choice for an open audio codec in the transparent bit rate range (100 kb/s+).
Recently, Opus has taken a clear advantage at lower bit rates and in applications that need ultra-low-latency encoding, like video conferencing. But there is really no excuse for these browsers not to include Vorbis support. From the point of view of someone needing to encode content, Vorbis has the additional advantage of being much more widely-supported vs. Opus, oversights in these minor browsers notwithstanding.
Because it wasn't made by Nintendo -- at least, it wasn't programmed by them. Ikegami did most if not all of the programming for the game. But Nintendo designed and distributed the game. This became a sticky issue when Nintendo used this code as the basis for Donkey Kong Jr. without consulting Ikegami. Ikegami claimed copyright infringement and sued. They settled out of court, but it's possible that Ikegami still owns the rights to the code. This doesn't apply to the NES version or other ports, because they didn't use any of Ikegami's code.