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Donkey Kong Jr.txt
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2001-10-17
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195 lines
Donkey Kong Junior
* One or two players
* Select from four skill levels
Plays like the DONKEY KONG, JR. arcade game!
GAME DESCRIPTION
Mario has locked up Papa Donkey Kong, and Junior must
hurry through a treacherous jungle to free him. Racing
against time, Junior climbs and swings across vines and
avoids dangerous creatures, all to reach a flashing key to
release his Papa. If Junior succeeds at this mission, the
scene changes. Junior must push keys to the top of long
chains, once again avoiding clever opponents. If he com-
pletes this test, he must climb the vines again--this time it's
tougher! Then he arrives at the high-flying jump board mis-
sion. Can you help Junior save his father?
GETTING READY TO PLAY
* Make sure the COLECOVISION console is connected to
TV and power supply is plugged into the console. Then
plug the power supply into a 110/120 volt AC outlet.
* TV should be on and tuned to the same channel as the
Channel Select Switch on the console.
* To play one-player DONKEY KONG, JR., use the con-
troller in Port 1 (the rear jack). To play two-player DONKEY
KONG, JR., use both controllers.
* ALWAYS MAKE SURE COLECOVISION UNIT IS OFF
BEFORE REMOVING OR INSERTING A CARTRIDGE. Turn
Off/On switch to On after cartridge is inserted.
USING YOUR CONTROLLERS
NOTE: For a one-player game, use the controller plugged into
Port 1. For a two-player game, Player 1 uses the controller
plugged into Port 1; Player 2 uses the controller plugged into
Port 2.
Using Buttons and Control Stick for DONKEY KONG, JR.
1. Keypad: Keypad Buttons 1-8 allow you to select the Game
Option you want to play. Pressing * after a game allows you
to replay the same Game Option; pressing # after a game
allows you to return to the Game Option screen.
2. Control Stick: The Control Stick controls most of Junior's
movement on the screen.
Climbing:
If Junior is on a vine or chain, pushing the Control Stick up
causes Junior to climb up. Pushing the Control Stick down
causes Junior to climb or slide down a vine or chain. If
Junior is on a vine or chain, pushing the Control Stick left
or right makes Junior swing from vine to vine or chain to
chain.
Running:
If Junior is standing, pushing the Control Stick left or right
causes him to run left or right.
3. Side Buttons: Pushing either Side Button causes Junior to
jump. If Junior is standing still when a Side Button is
pressed, he makes a standing jump. If Junior is running
when a Side Button is pressed, he makes a running jump.
In the Jump Board screen, Junior can make a running
jump to the Jump Board. If you press a Side Button just as
Junior touches the board, he can make a super jump.
HERE'S HOW TO PLAY
NOTE: If you are playing a two-player game, players take
turns. Player 1 begins, and each turn lasts until the player's
Junior is eliminated.
STEP 1: Choose your challenge.
Press the Reset Button. The Title screen appears on your TV
Wait for the Game Option screen to appear It contains a list of
game options, numbered 1-8. Select one by pressing the
corresponding number button on either controller keypad.
STEP 2: Start climbing.
Junior starts in the lower left corner of the jungle. Make him
jump to one of the vines above him. Junior climbs two vines
faster than he climbs one. But he can't climb through a plat-
form. Keep Junior to the left of the first platforms, then help
him run on! Watch out for the Red and Blue Snapjaws pacing
the vines and platforms as they search for Junior Touch a fruit
directly above them to knock them out of play.
STEP 3: Capture the key.
Junior must capture the flashing key in the upper center of the
screen, but Mario sends Snapjaw after Snapjaw to try to
stop him. Make Junior run, jump and climb to the highest
platform. Leap over the Snapjaws for points. If you miss the
key and fall onto Mario, your Junior is eliminated, and a new
Junior must start all over again.
STEP 4: Bonus!
While you're climbing, the Bonus Timer is counting. When
you reach the flashing key, the number appearing in the
Bonus Timer is added to your score. But time can work
against you. If Junior fails to capture the key by the time the
bonus runs out, he is eliminated. A warning buzzer sounds
when time gets short.
STEP 5: Chain champ.
Now that you've captured the key, go on to the next mission.
Junior must push keys up long chains into locks to free his
Papa. The Snapjaws still chase Junior But Mario has a new
trick, too: sending Nitpicker birds after Junior! These swoop
down from Mario's platform to catch Junior on the chains.
Don t let the Nitpickers get Junior. And remember the biting
Snapjaws.
STEP 6: Second time around.
So you think you're pretty clever? Surprise! It's time to climb
the vines again--with more opponents to chase Junior.
STEP 7: Bounce right, bounce high!
Finally, after your success on the second vine mission, it's
time for the incredible jump board challenge!
Again Junior starts in the lower left corner But this time he
must jump onto a jump board to begin his mission. Press the
jump button when Junior touches the board. If Junior
bounces just right, he performs a super jump! Try to land
on a moving platform, then jump to a moving chain. Don't
slam Junior's head on a platform; that will hurt him!
STEP 8: Birds and eggs.
Beware of the Stookybirds as you climb around the chain
conveyer. In Skill Levels 2-4, Stookybirds drop eggs to elimi-
nate your struggling Junior Climb above the birds and elimi-
nate them with fruit. Swing to the far right to reach the highest
platform. Then try for the key. If Junior falls, he can grab a vine
or bounce off the jump board. Then try, try again!
STEP 9: One more time!
The jungle action gets wilder and wilder. The missions repeat
but each time, they're harder! How good are you?
STEP 10: Starting over.
Press * to replay the DONKEY KONG, JR. Game Option that
you have been playing. Or press # to go back to the Game
Option screen.
NOTE: The Reset Button on the console "clears" the com-
puter. It can be used to start a new game at any time, and can
also be used in the event of game malfunction.
SCORING
Action Points
Jumping over an opponent ......100
Jumping over two or more
opponents in a single jump. ...300
Placing a key in a lock
(Chain Mission) ...............200
Picking a fruit ...............400
Falling fruit eliminates
opponent.......................800
Same falling fruit eliminates
second opponent ..............1200
Same falling fruit eliminates
third or fourth opponent......1600
Bonus Points
When you complete a mission, the Bonus Timer stops. The
time remaining is added to your score.
Bonus Juniors
You earn a bonus Junior when your score reaches 10,000 points.