Blanka, I cannot more disagree with you on this.
DK has everything that made one of the most brilliant games (and start of countless Mario sequels) ever.
If you are not able to push the joystick up to move up the ladder at the right time it's your inability to control the game, not a design fault. They PURPOSELY made it that way to make the game more challenging and it's simply an essential "game-rule".
Of course jumping them up would be easier but that was not the goal. There wouldn't be much programming necessary to make Jumpman jump up a ladder it has nothing to do with more ram space or otherwise more capable hardware. The creators just wanted it to be that way. It's like when they enabled Pac Man to jump over the ghosts in one of the (3D) sequels. It takes something very essential out of the gameplay (and a challenge).
Of course Galaga 88 can be your favorite game but it's nothing compared to DK.
DK was ground-braking. It was something that simply didn't exist before. The platform game genre was _created_ by DK. Galaga was just another top-down shooter, done a zillion times ever after SI.
Nobody had dared to put a simple character like a plumber (or carpenter, what he still was then) in the role of super-hero. And because of this people (kids) related to that character much easier. "Hey the guy next door can defeat the bad-guy"....that was, and still is, the key to the succes of the Kong/Mario series of games. That combined with simple to learn rules, but hard to master.
Also, for the very first time there were intermission screens. Nobody would have wanted to "waste" precious (and costly at the time!) ROM/RAM space for this, but it was another key for it's succes. I remember seeing them the first time and I was baffled by it. It made you connect to the"story" of the game even more and.......they were fun.
Galaga 88 maybe a good shooter in itself, but it was something that had been done countless times already ever since Galaxian. In fact it was already a retro-game when it was released.
It was also a demonstration of the lack of inspiration for new game ideas that had set in by that time.