Editing Donkey Kong Jr. (Game & Watch)

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|caption2=The Classic version of ''Donkey Kong Jr.'' from ''Game & Watch Gallery 4''
|caption2=The Classic version of ''Donkey Kong Jr.'' from ''Game & Watch Gallery 4''
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Donkey Kong Jr. starts at the bottom of the screen, where he is immediately bombarded by [[Nitpicker|bird]]s and [[Snapjaw]]s. After Donkey Kong Jr. climbs a pair of vines to the second floor, he can find a piece of [[fruit]], which can be dropped on enemies below for bonus [[point]]s: three for a Snapjaw on the second floor, six for a bird, and nine for a Snapjaw on the first floor. After avoiding more Snapjaws, Donkey Kong Jr. must [[jump]] to the swinging [[key]] above, which he can use to unlock part of Donkey Kong's cage. The faster Donkey Kong Jr. does this, the more points he earns (from 5 to 20). He then drops down, repeating the process. Once four keys are delivered, Donkey Kong is free, awarding 20 points to the player. Along the way, Donkey Kong Jr. can also grab hold of vines above, which help in avoiding the ground-bound Snapjaws. Every time Donkey Kong Jr. jumps over a Snapjaw without holding on to a vine or jumps down from a vine right after a Snapjaw passes, he receives a point. As the player progresses in the game, more enemies appear, and they eventually move faster. If an enemy hits Donkey Kong Jr., if he jumps and misses the key, or if he falls off the left side on the second floor, he loses a life. If Donkey Kong Jr. reaches 300 points without any misses, the points are worth double until he does get a miss. If he has any misses at said score, every miss is cleared instead. When he loses three lives, the [[Game Over|game is over]].
Donkey Kong Jr. starts at the bottom of the screen, where he is immediately bombarded by [[Nitpicker|bird]]s and [[Snapjaw]]s. After Donkey Kong Jr. climbs a pair of vines to the second floor, he can find a piece of [[fruit]], which can be dropped on enemies below for bonus [[point]]s: three for a Snapjaw on the second floor, six for a bird, and nine for a Snapjaw on the first floor. After avoiding more Snapjaws, Donkey Kong Jr. must [[jump]] to the swinging [[key]] above, which he can use to unlock part of his father's cage. The faster Donkey Kong Jr. does this, the more points he earns (from 5 to 20). He then drops down, repeating the process. Once four keys are delivered, Donkey Kong is free, awarding 20 points to the player. Along the way, Donkey Kong Jr. can also grab hold of vines above, which help in avoiding the ground-bound Snapjaws. Every time Donkey Kong Jr. jumps over a Snapjaw without holding on to a vine or jumps down from a vine right after a Snapjaw passes, he receives a point. As the player progresses in the game, more enemies appear, and they eventually move faster. If an enemy hits Donkey Kong Jr., if he jumps and misses the key, or if he falls off the left side on the second floor, he loses a life. If Donkey Kong Jr. reaches 300 points without any misses, the points are worth double until he does get a miss. If he has any misses at said score, every miss is cleared instead. When he loses three lives, the [[Game Over|game is over]].
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|caption2=The Panorama Screen version of ''Donkey Kong Jr.''
|caption2=The Panorama Screen version of ''Donkey Kong Jr.''
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Donkey Kong Jr. has to navigate his way between the key and Donkey Kong through a different layout from the New Wide Screen version. From the key, Donkey Kong Jr. has to make his way through some trees by using vines to get to different branches. Birds and Snapjaws appear in this section. Afterwards, Donkey Kong Jr. needs to grab the bottoms of umbrellas (which are on the left and descending) and balloons (which are on the right and ascending), being careful not to fall into a pool of water. He must insert the key into the lock on Donkey Kong's chains, but Donkey Kong is waving his chain, and one wrong move can cause the key to fall into the water. Donkey Kong Jr. must go back to the key, and the process resets. Once all the chains are unlocked, Donkey Kong is freed from Mario, and the game resets.
Donkey Kong Jr. has to navigate his way between the key and Donkey Kong through a different layout from the New Wide Screen version. From the key, he has to make his way through some trees by using vines to get to different branches. Birds and Snapjaws appear in this section. Afterwards, Donkey Kong Jr. needs to grab the bottoms of umbrellas (which are on the left and descending) and balloons (which are on the right and ascending), being careful not to fall into a pool of water. He must insert the key into the lock on Donkey Kong's chains, but Donkey Kong is waving his chain, and one wrong move can cause the key to fall into the water. Donkey Kong Jr. must go back to the key, and the process resets. Once all the chains are unlocked, Donkey Kong is freed from Mario, and the game resets.
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[[File:G&WG3 Donkey Kong Jr Modern Area 1.png|thumb|left|The Modern version of ''Donkey Kong Jr.'' from ''Game & Watch Gallery 3'']]
[[File:G&WG3 Donkey Kong Jr Modern Area 1.png|thumb|left|The Modern version of ''Donkey Kong Jr.'' from ''Game & Watch Gallery 3'']]
[[File:GWG4-Donkey Kong Jr Gameplay.png|thumb|260px|The Modern version of ''Donkey Kong Jr.'' from ''Game & Watch Gallery 4'']]
[[File:GWG4-Donkey Kong Jr Gameplay.png|thumb|260px|The Modern version of ''Donkey Kong Jr.'' from ''Game & Watch Gallery 4'']]
The version in the [[Game & Watch Gallery (series)|''Game & Watch Gallery'' series]] has similar controls, although the enemies are different, including [[Goomba]]s, [[Nipper Plant]]s, [[Bullet Bill]]s, and [[Spiny|Spinies]]. Unlike in the Classic version, Mario throws the key at the beginning of each stage. Also, if Donkey Kong Jr. takes too long to free Donkey Kong after getting the last key, Donkey Kong Jr. receives fewer than 20 points. Donkey Kong Jr. can [[stomp]] Goombas and Bullet Bills to destroy them, earning a point for each defeat in the process. In this version, Donkey Kong Jr. earns five points for dropping a fruit on an enemy. The stage also alters its appearance each time the player successfully releases Donkey Kong. The game starts with a jungle ground-level setting. When Donkey Kong Jr. gets the key here, a [[Rotary Lift]] appears to the left of the cage. The next stage features the treetops during sunset. An [[seagull|albatross]] appears to the right of the cage when Donkey Kong Jr. gets the key here. The final stage is a clouded area at night. Here, two [[Cloud Block]]s appear to the left of the cage when Donkey Kong Jr. gets the key. If he jumps onto a spinning Rotary Lift, a disappearing albatross, or fluffing Cloud Blocks, he falls to the second floor (or a small safety [[platform]] on the second stage). This version also has [[pit|bottomless pits]] on the second and third stages, and if Donkey Kong Jr. falls into one, he loses a life. When Donkey Kong Jr. amasses 200, 500, and 700 points, a [[1 UP Heart|heart]] appears for him to remove a miss. Music is also featured in this version, with the tempo changing depending on the speed of the game. When the player goes to a different stage, the music changes.
The version in the [[Game & Watch Gallery (series)|''Game & Watch Gallery'' series]] has similar controls, although the enemies are different, including [[Goomba]]s, [[Nipper Plant]]s, [[Bullet Bill]]s, and [[Spiny|Spinies]]. Unlike in the Classic version, Mario throws the key at the beginning of each stage. Also, if Donkey Kong Jr. takes too long to free his dad after getting the last key, Donkey Kong Jr. receives fewer than 20 points. Donkey Kong Jr. can [[stomp]] Goombas and Bullet Bills to destroy them, earning a point for each defeat in the process. In this version, Donkey Kong Jr. earns five points for dropping a fruit on an enemy. The stage also alters its appearance each time the player successfully releases Donkey Kong. The game starts with a jungle ground-level setting. When Donkey Kong Jr. gets the key here, a [[Rotary Lift]] appears to the left of the cage. The next stage features the treetops during sunset. An [[seagull|albatross]] appears to the right of the cage when Donkey Kong Jr. gets the key here. The final stage is a clouded area at night. Here, two [[Cloud Block]]s appear to the left of the cage when Donkey Kong Jr. gets the key. If he jumps onto a spinning Rotary Lift, a disappearing albatross, or fluffing Cloud Blocks, he falls to the second floor (or a small safety [[platform]] on the second stage). This version also has [[pit|bottomless pits]] on the second and third stages, and if Donkey Kong Jr. falls into one, he loses a life. When Donkey Kong Jr. amasses 200, 500, and 700 points, a [[1 UP Heart|heart]] appears for him to remove a miss. Music is also featured in this version, with the tempo changing depending on the speed of the game. When the player goes to a different stage, the music changes.


In ''Game & Watch Gallery 4'', selecting the game yet waiting to actually start it results in a humorous sequence being played. In particular, Donkey Kong Jr., while strolling, notices a fruit in a tree and attempts to jump up to grab it, but to no avail. Mario then arrives and grabs the fruit. Just at that moment, however, Donkey Kong arrives, causing Mario to flee, only to presumably crash into something. Donkey Kong then leaves offscreen, only to come back and reveal that he somehow got Mario locked in a cage, which Donkey Kong drags with him before posing.
In ''Game & Watch Gallery 4'', selecting the game yet waiting to actually start it results in a humorous sequence being played. In particular, Donkey Kong Jr., while strolling, notices a fruit in a tree and attempts to jump up to grab it, but to no avail. Mario then arrives and grabs the fruit. Just at that moment, however, Donkey Kong arrives, causing Mario to flee, only to presumably crash into something. Donkey Kong then leaves offscreen, only to come back and reveal that he somehow got Mario locked in a cage, which Donkey Kong drags with him before posing.

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