Donkey Kong Jr. + Jr. Sansū Lesson

The title of this article is official, but it comes from a Japanese source.
If an acceptable English name is found, then the article should be moved to the new title.

Donkey Kong Jr. + Jr. Sansū Lesson
Donkey Kong Jr. + Jr. Sansū Lesson title screen
The game's title screen
Developer Nintendo
Publisher Nintendo, Sharp
Platform Family Computer
Release date Japan October 1983[1]
Genres Platformer, educational
Format
Famicom:
Cartridge
Input
Famicom:

Donkey Kong Jr. + Jr. Sansū Lesson is the pack-in game for the My Computer TV C1, a combined television and Family Computer unit released in October 1983, only a few months after the original Famicom.[1] It is a compilation of the game Donkey Kong Jr. and a prototype of the game Donkey Kong Jr. Math; the latter game would not be released until December 12, 1983.[2] Despite being a compilation of the two games, it contains only half of the one- and two-player game modes from Donkey Kong Jr. and the +-×÷ Exercise mode from Donkey Kong Jr. Math.[3] Its cartridge is the first Famicom cartridge not to use the "pulse" label.

Differences between versionsEdit

Donkey Kong Jr.Edit

  • The Jump Board Scene and Mario's Hideout have been removed.
  • The cutscene for completing the Chain Scene has been removed.
  • There is only one difficulty setting, equivalent to B mode (expert) from the earlier release.

Donkey Kong Jr. MathEdit

  • The title in Japanese is different. In this version, the game is called Math Lesson, which was the working title during development. When the full game was released in December, the title became Math Play.[4]
  • The +-×÷ Exercise mode is called the Jr Lesson +-×÷ mode on the main menu screen and the Lesson +-×÷ mode on the select screen. The select screen for this mode is different.
  • Donkey Kong is caged for unknown reasons. Even if the game has been completed, Donkey Kong remains caged.
  • A Nitpicker does not appear onscreen whenever a math answer is answered correctly. Instead, apples are dropped from the screen.
  • When a math problem is cleared, the remaining time is used as the score.

GalleryEdit

For images returning from Donkey Kong Jr. and Donkey Kong Jr. Math, see Gallery:Donkey Kong Jr. and Gallery:Donkey Kong Jr. Math.

Names in other languagesEdit

Language Name Meaning Notes
Japanese 1 ドンキーコングJR.
2 JR.算数レッスン
[5]

1 Donkī Kongu Junia
2 Junia Sansū Ressun
1 Donkey Kong Jr.
2 Jr. Math Lesson

ReferencesEdit