D2K interview with Jeff K.
How you got interested in video games?
- I got into arcade collecting around the time the Internet started growing. I spent all of my money buying any game I could find until I ran out of space. Then I was like, “Now what am I going to do with them?” So I started taking them apart and disassembling the ROMs like any geek would.
What interested you about Donkey Kong?
- Donkey Kong is a great game. I like that it has four unique levels. Each level has it’s own obstacles and challenges.
Why you came up with the idea for D2K?
- D2K was mostly just me messing around with moving girders and ladders and stuff. It just sort of evolved as I kept trying to see what other things I could do by altering the code. I always thought that Donkey Kong could benefit from having more levels. The first level I made was the Foundry. I thought of it as the “lost level” that was uncovered after all these years!
How you went about making D2K, such as any interesting factoids or creative design ideas involved?
- Some complain that D2K has no ability to point-press. And they’re right–it doesn’t. If fact when I designed the new levels I wasn’t thinking about points at all. Mostly I was looking for something exciting and new to present to the player–a new challenge to get passed, a new level to conquer. I didn’t think people really cared about points! Of course shortly afterward the King of Kong came out and suddenly getting points was ALL people talked about!