Donkey Kong (game): Difference between revisions

→‎Killscreen in Level 22: should be two words
(→‎Universal Studios lawsuit: Trademark and copyright are different. . Universal knew that copyright would not apply to Donkey Kong.)
(→‎Killscreen in Level 22: should be two words)
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In the international arcade versions, the order of the screens is more complicated with the middle screens revealed in later levels and up to six screens per level from level 5 onward.
In the international arcade versions, the order of the screens is more complicated with the middle screens revealed in later levels and up to six screens per level from level 5 onward.


===Killscreen in Level 22===
===Kill screen in Level 22===
Although the game is intended to be playable indefinitely by not having a level cap, it is impossible to complete the first screen of level 22 (this is the 85th screen in the Japanese versions and 117th screen in the international versions), due to a [[glitch]] within the process of calculating the time limit. Said time limit is calculated using the formula ''(10 &times; level number) + 40'' and shown in hundreds as a bonus counter in the top right edge of the screen. Because the calculated value is stored as an 8-Bit integer, which can only save 256 different values ranging from 0 to 255, and the formula results in a value of 260 for level 22, an integer overflow occurs and the value is saved modulo 256, which means 260 is saved as 4. This leads to a starting value of 400 for the timer of level 22, so that Mario dies a few seconds after starting the level, being unable to finish it.<ref>http://donhodges.com/how_high_can_you_get.htm</ref>
Although the game is intended to be playable indefinitely by not having a level cap, it is impossible to complete the first screen of level 22 (this is the 85th screen in the Japanese versions and 117th screen in the international versions), due to a [[glitch]] within the process of calculating the time limit. Said time limit is calculated using the formula ''(10 &times; level number) + 40'' and shown in hundreds as a bonus counter in the top right edge of the screen. Because the calculated value is stored as an 8-Bit integer, which can only save 256 different values ranging from 0 to 255, and the formula results in a value of 260 for level 22, an integer overflow occurs and the value is saved modulo 256, which means 260 is saved as 4. This leads to a starting value of 400 for the timer of level 22, so that Mario dies a few seconds after starting the level, being unable to finish it.<ref>http://donhodges.com/how_high_can_you_get.htm</ref>


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