Donkey Kong Jr. + Jr. Sansū Lesson

From the Super Mario Wiki, the Mario encyclopedia
Revision as of 13:19, July 26, 2022 by PorpleBot (talk | contribs) (Text replacement - "== *Name in other languages *==" to "==Names in other languages==")
Jump to navigationJump to search
Soundx.png It has been suggested that audio and/or video file(s) related to this article be uploaded.
Please upload all related music, sound effects, voice clips, or any videos for this section. See the help page for information on how to get started.

The title of this article is official, but it comes from a non-English source. If an acceptable English source is found, then the article should be moved to its appropriate title.

Donkey Kong Jr. + Jr. Sansū Lesson title screen
The game's title screen.

Donkey Kong Jr. + Jr. Sansū Lesson is the pack-in game for the Sharp C1 Famicom TV, 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 games Donkey Kong Jr. and a prototype of Donkey Kong Jr. Math; the latter game would not be released until December 1983. Despite being a compilation of the two games, it only contains half of the 1- and 2-Player game modes from Donkey Kong Jr. and the +-×÷ Exercise mode from Donkey Kong Jr. Math.[2] Its cartridgeMedia:DKJr Sansū Lesson cartridge.jpg is the first Famicom cartridge to not use the "pulse" label.

Differences between versions

Donkey Kong Jr.

  • 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. Math

Screenshot from Donkey Kong Jr. + Jr. Sansū Lesson
  • 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.[3]
  • The +-×÷ Exercise mode is called the Jr Lesson +-×÷ mode on the main menu screen.
  • The format of a screen that asks a math question 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 on screen whenever a math answer is answered correctly. Instead, apples are dropped from the screen.
  • When clearing a math problem, the remaining time is used as the score.

Names in other languages

Language Name Meaning
Japanese ドンキーコングJR.+JR.算数レッスン
Donkī Kongu Junia + Junia Sansū Ressun
Donkey Kong Jr. + Jr. Math Lesson

References