Donkey Kong II: Jumpman Returns (hack, V1.1)

Immagine gioco: Donkey Kong II: Jumpman Returns (hack, V1.1)
Available images:

Romset name:
Production year: 2006
Manufacturer: hack (Braze Technologies)

Game genre: Platform
Category: Platform / Run Jump

This machine is a clone of:
 • Donkey Kong (US set 1)

This machine works in MAME This machine works in MAME

Overall emulation: Good
Color emulation: Good
Sound emulation: Good
Graphics emulation: Good
Save states: Supported

In MAME since version: .139u2

The MAME driver of this machine is: dkong.cpp - Read the code

 Tech info 
 Hardware of this machine:
  • CHIPs [Show details]

    Z80 ("maincpu")cpu 3072000 Hz
    Intel 8257 ("dma8257")cpu 3072000 Hz
    MB8884 ("soundcpu")cpu 6000000 Hz
    Speaker ("mono")audio
    DISCRETE ("discrete")audio

  • Screens [Show details]

    This machine uses a single screen:
      Graphic type: Raster
      Screen orientation: Vertical
      Resolution 256 x 224 @ 60.606061 Hz

  • Number of players: 2P Alternated
  • Controllers [Show details]

      Joystick [4 ways]
      Joystick [4 ways]
    Number of buttons: 1

  • Dip-switches [Show details]

    Default settings in bold

  • System Configurations [Show details]

    Default settings in bold
    Video Hardware TKG-02 (Radarscope Conversion)
     TKG-04 (Two board set)

  • ROMs (15 of the parent set, 1 of the clone set) [Show details]

    Referred to MAME version: 0.181

    NameSizeCRC32SHA1StatusIn romset
    c_5et_g.bin4096ba70b88b d76ebecfea1af098d843ee7e578e480cd658ac1a good dkong
    c_5ct_g.bin40965ec461ec acb11a8fbdbb3ab46068385fe465f681e3c824bd good dkong
    c_5bt_g.bin40961c97d324 c7966261f3a1d3296927e0b6ee1c58039fc53c1f good dkong
    c_5at_g.bin4096b9005ac0 3fe3599f6fa7c496f782053ddf7bacb453d197c4 good dkong
    d2k11.bin655362048fc42 e427a09ed8e792ee8ce01cd0b07c6a0d5a7c5536 good dkongx11
    s_3i_b.bin204845a4ed06 144d24464c1f9f01894eb12f846952290e6e32ef good dkong
    s_3j_b.bin20484743fe92 6c82b57637c0212a580591397e6a5a1718f19fd2 good dkong
    v_5h_b.bin204812c8c95d a57ff5a231c45252a63b354137c920a1379b70a3 good dkong
    v_3pt.bin204815e9c5e9 976eb1e18c74018193a35aa86cff482ebfc5cc4e good dkong
    l_4m_b.bin204859f8054d 793dba9bf5a5fe76328acdfb90815c243d2a65f1 good dkong
    l_4n_b.bin2048672e4714 92e5d379f4838ac1fa44d448ce7d142dae42102f good dkong
    l_4r_b.bin2048feaa59ee ecf95db5a20098804fc8bd59232c66e2e0ed3db4 good dkong
    l_4s_b.bin204820f2ef7e 3bc482a38bf579033f50082748ee95205b0f673d good dkong
    c-2k.bpr256e273ede5 b50ec9e1837c00c20fb2a4369ec7dd0358321127 good dkong
    c-2j.bpr256d6412358 f9c872da2fe8e800574ae3bf483fb3ccacc92eb3 good dkong
    v-5e.bpr256b869b8f5 c2bdccbf2654b64ea55cd589fd21323a9178a660 good dkong

    :  PARENT Machine
    :  CLONE Machine
    :  BIOS
    :  Device


Donkey Kong II - Jumpman Returns (c) 2006 Unknown.

A hack of "Donkey Kong" which adds four new stages and changes the original four stages slightly.

New stages:

* Foundry Stage: Jump over flaming pits, ride moving steel beams, and dodge shooting fireballs! Welcome to the Foundry!

* Refinery Stage: Oil, gas, and a couple of safety valves? This has DANGER written all over it. Oh yeah, watch out for the fire, too.

* Incinerator Stage: Multiple conveyors deliver trash (Cement Pies and Springs) to a burning pit. Beware! If Mario stops moving, he'll be headed down there, too!

* Mixer Stage: Conveyors, falling Cement Pies, and the Mixer! Can you make it past?

The original four stages from "Donkey Kong" are also included, but have been changed in the following ways:

* Ramp Stage: On later levels, once the first Beam reaches the oil can, three fireballs shoot out of the can and up the screen, landing on the 2nd, 4th, and 6th girders.

* Conveyor Belt Stage: Mario must now navigate to the upper level where Pauline is, instead of the level where Donkey Kong is.

* Elevator Stage: There are now 3 elevator shafts instead of 2.

* Rivet Stage: The player can no longer score points by jumping next to Donkey Kong. Also, the Firefox population slightly increases on later levels.

Upon completing the Rivet stage, Donkey Kong initially doesn't fall all the way down, but grabs hold of the top girder. Mario then jumps on his hands to make him fall. This is followed by a scene where the screen says CAPTURED ! and CONGRATULATIONS, with an oil can, Kong in a cage, and Mario and Pauline looking on.


Main CPU : Z80 (@ 3.072 Mhz), I8035 (@ 400 Khz)

Sound Chips : Discrete circuitry

Screen orientation : Vertical

Video resolution : 224 x 256 pixels

Screen refresh : 60.606061Hz

Palette colors : 256

Players : 2

Control : 4-way joystick

Buttons : 1 (JUMP)


Mario was originally called 'Jumpman' when the original "Donkey Kong" was first released in July 1981, hence this hack's subtitle, "Jumpman Returns".

More differences from the original "Donkey Kong":

1) If the game is set to free play, the player can switch games by holding player one and player two start buttons for five seconds.

2) The Top 5 high scores and initials are remembered permanently.

3) True freeplay mode is available. The standard attract mode runs while in freeplay mode.

4) Sound can be turned on for the attract mode.

5) There are extensive powerup diagnostics.

6) There is an onscreen settings menu which allows easy changing of game settings and erasing of high scores.

There are a total of eight stages, presented in the following order :

25m - Foundry Stage

50m - Ramp Stage

75m - Refinery Stage

100m - Conveyor Belt Stage

125m - Incinerator Stage

150m - Elevator Stage

175m - Mixer Stage

200m - Rivet Stage

There are four intermissions which play after the 2nd, 4th and 6th stages :

1) Pauline is walking with her items, then Donkey Kong jumps out and Pauline runs away, dropping her umbrella, purse and hat.

2) Donkey Kong is sleeping and Mario lights his foot on fire. Donkey Kong wakes up and jumps around.

3) Mario is sleeping on a girder, balanced with a cage. Donkey Kong, below, picks up an apple and then grits his teeth.

4) Mario chases Pauline across the screen, then they run towards each other and bump together. This bump causes Mario to bounce backwards a bit, but he recovers and runs right up next to Pauline.





Jumping over Barrels, Beams, Fireballs, Cement Pies, or Firefoxes : 100 points

* Sometimes scoring can occur when objects are next to or behind the player when jumping (especially the Springs on the Elevator Stage).

On the Ramp Stage only :

2 items jumped : 300 points

3 or more items jumped : 500 points

* Due to a bug in the program, jumping 3 or more items displays onscreen 800 points but actually awards only 500 points.

* Sometimes jumping over one or more objects scores no points.

Destroying objects with the hammer :

Barrels : 300 points

Beams, Fireballs, Cement Pies, and Firefoxes : 300, 500 or 800 points

Picking up Pauline's purse, hat, or umbrella :

L-01 : 300 points

L-02 : 500 points

L-03 onward : 800 points

Removing a rivet : 100 points

On the Incinerator Stage only :

Picking up a heart : 100 pts.

When a stage is completed the player receives the points shown in the bonus box.

Starting bonus points :

L-01 : 5000 points

L-02 : 6000 points

L-03 : 7000 points

L-04 and up : 8000 points


There is an easter egg on the new cut scene that plays after completing the Rivet Stage, which can be triggered by pressing UP on the joystick: something pokes its head out of the oil can, but only high enough to see its eyes. Above this is written PAPA ?


Coded by: Jeff Kulczycki


Game's ROM.

Warning: information in history.dat can differ from the ones present in the rest of the page (taken from MAME) as they come from a different source

Information on dkong

0.03 [Nicola Salmoria, Gary Shepherdson, Brad Thomas, Edward Massey]

Artwork available


- Switching to TKG-02 (Radarscope Conversion) is no longer creating the proper color palette. trebor (ID 05052)


- 12th August 2013: Smitdogg - Andrew Welburn dumped a bootleg of Donkey Kong.

- 21st October 2012: 3D ARCADE - New Nintendo 3D cabinet models for Donkey Kong and clone 'Donkey Kong II - Jumpman Returns' from Jibmums.

- 0.147u1: Removed device_memory_interface from driver_device, fixes issues with Donkey Kong clones, and various others [Miodrag Milanovic].

- 0.146u2: No need for custom EEPROM intf in the Donkey Kong II clones [hap].

- 0.141u2: Couriersud fixed a bug in palette_normalize_range which caused color distortion. The luminance normalization now converts r,g,b to y,u,v and normalizes y prior to converting back to r,g,b. This affects e.g. Radar Scope, Donkey Kong and Mario Bros.

- 6th September 2010: Mr. Do - Donkey Kong II was recently added to official MAME, so that's been removed from the "Other Artwork" page, and added in to the dkong artwork set.

- 0.139u2: Added clones Donkey Kong II - Jumpman Returns (V1.1) (hack) and (V1.2) (hack). This is a DKong/Hack combo using a Braze Technologies High Score Save PCB. This PCB will be placed in the CPU socket and the Z80 together with an additional 64K rom, a 74LS245, an EEPROM and a PAL/GAL. It looks like the "encryption" was a coincidence resulting from an easy PCB layout. The PAL is also used to switch A15 on and off. This is done in locations 6800 and E800.

- 0.133u5: Removed 2nd Discrete sound in Donkey Kong.

- 0.133u4: Added 2nd Discrete sound to Donkey Kong.

- 0.133u1: Renamed (dkongjp) to (dkongj).

- 0.129u3: Fabio Priuli added 'Free_Play' dipswitch to clone Donkey Kong Foundry (hack) and changed year to 2004.

- 0.129: Added clone Donkey Kong Foundry (hack) (1981).

- 0.128u2: More Discrete module optimizations [Derrick Renaud]: Added optimized custom mixer to Donkey Kong. The custom mixer just optimizes the code that creates the voltage on the 555s. It is also a test case for the new DISCRETE_CUSTOM module. This speeds up Donkey Kong 17%.

- 0.127u8: Aaron Giles fixed Donkey Kong crashes after quiting and artwork/gameplay area are getting squished/distorted.

- 0.127u5: Couriersud moved dkong memory_region calls into initialization routines.

- 0.127u2: Replaced I8035 CPU2 with MB8884, verified on schematics [Couriersud]. Optimized DISCRETE_RCDISC_MODULATED. Added X_TALs to circus. Optimized DISCRETE_RCINTEGRATE and DISCRETE_555_ASTABLE. Optimized DISCRETE_555_ASTABLE_CV and DISCRETE_MIXER. Optimized DISCRETE_555_CC. The 555 and mixer changes also speed up just about every current discrete game [Derrick Renaud].

- 0.126u4: Scanline exact rendering for Donkey Kong and clones [Couriersud]: Sprite limit of 16 sprites per scanline implemented from schematics. Proper wrap around from bottom to top. Added some notes about sprite limits and hardware to DKong driver (thanks to R. Belmont).

- 0.123u4: Updated DKong driver to use two discrete structs which were previously not being used [Couriersud]: Donkey Kong walk using a jump struct.

- 0.122: Fixed cpu2 rom address to $1000.

- 30th September 2007: Mr. Do - I brought home a Donkey Kong bezel, as that game has always bugged me a little. Once I had it sitting at home, I could see the difference between the old version and the real thing: Richer browns, both the light and dark. The brown on Jumpman's shirt in three of the four spots should be dark brown, not the light brown that matches the circle background. Oddly enough, which looks like a Nintendo printing error, the brown on the Jumpman in the upper-right corner actually is light brown. The alignment on a few of the characters was slightly off. It looks a lot nicer now.

- 0.116: Couriersud implemented discrete sound from schematics in Donkey Kong. Color generation from schematics (resistor mixer). Replaced DAC/Samples sound with Discrete. Removed all samples. Changed VSync to 60.606061 Hz.

- 6th May 2007: Mr. Do - Added the "under bezel" instruction card for Donkey Kong, plus the cocktail instructions, thanks to MikesArcade.

- 0.86u3: Donkey Kong sample improvements [Peter Rittwage, Derrick Renaud]. Added samples (run01, run02, run03, jump and dkstomp.wav).

- 18th July 2004: Andrea Mazzoleni fixed an invalid GfxLayout in Donkey Kong.

- 12th July 2004: 3D ARCADE - New 3D cabinet model for Donkey Kong from Baraka.

- 21st January 2003: Derrick Renaud modifyed the Donkey Kong sounds a little.

- 0.62: Added clone Donkey Kong (US set 2). Changed parent description to 'Donkey Kong (US set 1)'.

- 17th June 2002: Mike Haaland added the original US ROM set of Donkey Kong which includes the ladder trick.

- 0.53: Added Donkey Kong (Japan set 2). Renamed (dkongjpo) to (dkongjo1). Added color proms ($0, 100, 200) from (Japan set 2) to (Japan set 1+3). Fixed rom names.

- 0.37b14: Replaced 8-way Joystick with 4-way.

- 17th April 2000: Zsolt Vasvari fixed a Donkey Kong graphics bug.

- 0.36b13: Added clone Donkey Kong (Japan set 2). Changed description of clone '(Japan)' to '(Japan set 1)'.

- 23rd August 1999: Mike Coates fixed Donkey Kong sounds.

- 0.35b6: Replaced I8039 CPU2 with I8035.

- 0.34b6: Andrew Scott added sound decay to Donkey Kong.

- 0.34b4: Mirko Buffoni fixed sound pitch and tempo in Donkey Kong.

- 0.34b1: Added color proms ($0, 100, 200 - palette low, palette high 4 bits (inverted) and character color codes on a per-column basis).

- 0.33b7: Changed description to 'Donkey Kong (US)' and clone to '(Japan)'.

- 0.31: Howie Cohen and Brad Oliver fixed sound pitch and Mario jump in Donkey Kong. Wiebo de Wit fixed scores over 100000 in Donkey Kong/Donkey Kong Jr.

- 0.30: 8039 emulator, and emulated sound in Donkey Kong, Donkey Kong Jr. and Mario Bros. Since the boards also use discrete circuits to generate sound, some samples are still needed to get complete sound support. Also partial sound in Radarscope [Ron Fries, Dan Boris, Mirko Buffoni].

- 0.29: Minor fix to Donkey Kong colors (black was dark blue) [Nicola Salmoria]. Added Gamma correction controls. Use Shift + Numeric pad +/- to change it. There are some games which are too dark on the default setting, instead of using the monitor settings use these controls to brighten the picture. Gamma correction also affects colors, like the girders in Donkey Kong [Nicola Salmoria].

- 0.28: Colors in Donkey Kong are now 100% accurate [Nicola Salmoria]: Several people complained that girders should be pink instead of red, but to the best of my knowledge the current colors are an accurate conversion of the color PROMs, and this has been confirmed by some people. There might be two different versions of Donkey Kong, with slightly different colors. If someone has a "pink" board and wants to read the PROMs from there, I'll be happy to include them.

- 0.27: Donkey Kong has better colors [Nicola Salmoria]. Are they entirely accurate?

- 0.21: Added Donkey Kong (Japanese version). This version has the bug that barrels do not come down when at the top of a ladder, but the levels play in the order barrels-pies-elevators-girders instead of barrels-girders-barrels-elevators-girders.

- 0.20: Paul Berberich fixed some colors of Donkey Kong that is now quite close to original arcade. Ron Fries created a new set of Donkey Kong samples, using Mike Cuddy's 8039 emulator. The new samples no longer have static, they are aliased and louder. All names are now generic, so the same name can be used across Nintendo line (DK, DKjr, DK3, Mario).

- 0.14: Ron Fries added preliminary sound support to Donkey Kong! It uses some very bad samples for now. The samples are distributed in a separate archive - put them in the dkong subdirectory.

- 0.13: Nicola Salmoria added high score saving to Donkey Kong.

- 0.08: Maybe I understood how the character colors are selected in Donkey Kong, at least in part, but I'm not sure [Nicola Salmoria]. Anyway, I started fixing them. Colors for Donkey Kong derived from Kong emulator by Gary Shepherdson.

- 0.05: Special thanks to Brad Thomas and Gary Shepherdson for the extensive information on Donkey Kong.

- 0.03: Nicola Salmoria added Donkey Kong (US version) (Nintendo 1981). Game is playable with wrong colors and no sound. Known issues: I can't find the color RAM! Some information on Donkey Kong gathered from Gary Shepherdson (Kong emulator), Brad Thomas (hardware info) and Edward Massey (MageX emulator).

- 17th January 1996: Dumped Donkey Kong (US set 1).


Other Emulators:

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