Donkey Kong Jr. (Game & Watch): Difference between revisions

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[[File:Game_&_Watch_Gallery_3_Donkey_Kong_Jr._Classic.png|thumb|left|The Classic version of ''Donkey Kong Jr.'' from ''Game & Watch Gallery 3'']]
[[File:Game_&_Watch_Gallery_3_Donkey_Kong_Jr._Classic.png|thumb|left|The Classic version of ''Donkey Kong Jr.'' from ''Game & Watch Gallery 3'']]
[[File:Game&Watch-DonkeyKongJr.gif|thumb|left|The Classic version of ''Donkey Kong Jr.'' from ''Game & Watch Gallery 4'']]
[[File:Game&Watch-DonkeyKongJr.gif|thumb|left|The Classic version of ''Donkey Kong Jr.'' from ''Game & Watch Gallery 4'']]
Donkey Kong Jr. starts at the bottom of the screen, where he is immediately bombarded by [[Nitpicker]]s and [[Snapjaw]]s. After Donkey Kong Jr. climbs a pair of vines to the second floor, a piece of [[fruit]] can be found, which can be dropped on enemies below for bonus points (three for a Snapjaw on the second floor, six for a Nitpicker, 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 sooner Donkey Kong Jr. does this, the more points he earns (from 5 to 20). He will then drop 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 will appear, and they will 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 will be worth double until he does get a miss. If he has any misses at said score, every miss will be 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]]s and [[Snapjaw]]s. After Donkey Kong Jr. climbs a pair of vines to the second floor, a piece of [[fruit]] can be found, which can be dropped on enemies below for bonus [[point]]s (three for a Snapjaw on the second floor, six for a Nitpicker, 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 sooner Donkey Kong Jr. does this, the more points he earns (from 5 to 20). He will then drop 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 will appear, and they will 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 will be worth double until he does get a miss. If he has any misses at said score, every miss will be cleared instead. When he loses three lives, the [[Game Over|game is over]].
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