Donkey Kong Jr. Math
Typed out by cpepin1@grfn.org
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Donkey Kong Jr. Math NES Manual by NINTENDO
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(NOTE: I used the * symbol instead of the multiplication symbol.)
Thank you for selecting the Nintendo(R) Entertainment System Donkey
Kong Jr. MATH Pak.
OBJECT OF THE GAME/GAME DESCRIPTION
Learning can be fun, especially when you play along with Donkey Kong
Jr. Practice Addition, Subtraction, Multiplication and Division by
directing Junior to select your answer. Compete with a friend in a
race to solve problems in Game A or add more challenge with Game B.
Or, practice on your own with the + - x / selection. Recommended
ages 8 and up.
Please read the instruction booklet to ensure proper handling of
your new game, and then save the booklet for future reference.
1. PRECAUTIONS
1) This is a high precision game. It should not be stored
in places that are very hot or cold. Never hit it or drop it.
Do not take it apart.
2) Avoid touching the connectors, do not get them wet or dirty.
Doing so may damage the game.
3) Do not clean with benzene, paint thinner, alcohol or other
such solvents.
NOTE: In the interest of product improvement, Nintendo
Entertainment System specifications and design are subject to
change without prior notice.
Nintendo of America Inc.
(c) 1986 Nintendo
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2. NAMES OF CONTROLLER PARTS AND OPERATING INSTRUCTIONS
Controller 1 - For Playing alone.
Controller 2 - For second player in 2 player games.
CONTROLLER 1/CONTROLLER 2
A BUTTON
He Jumps.
B BUTTON
Press to Start Your Equation Over
CONTROL PAD
(Up) He Climbs up the Chains.
(Right) He Walks or Reaches Out to the Right.
(Down) He Slides Down the Chains.
(Left) He Walks or Reaches Out to the Left.
*Select and Start Buttons Are Not Used on Controller 2.
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SELECT and START buttons are functional on CONTROLLER 1 ONLY.
SELECT BUTTON
Press this button during the demonstration sequence to recall the
game menu.
Press this button again to move the asterisk (*) to the game you
wish to select:
Calculate A -- Beginner
Calculate B -- Expert
+ - x / Exercise
Pressing the Select button during game play will end your game and
recall the game menu.
START BUTTON
Press this button to begin
Pause:
If you wish to interrupt play in the middle of a game, press the
Start button. The pause tone will sound and the game will stop.
Press the Start button again when you wish to continue playing.
The game will continue where you left off.
*Calculate A and B may be played with 1 or 2 Players.
*The Top Score (+ - x / exercise only) will reset to 0 if the
reset button (on the control deck) is pressed or the power is
turned off.
*Use controller 1 for 1 Player games.
*Use controller 1 and 2 for 2 Player games.
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3. HOW TO PLAY
Junior's father gives Junior some math problems. Use your brains
to help Junior find the correct answer as fast as possible. Compete
with a friend and go for a high score.
* CALCULATE A and B can be played with one or two players.
* When two players play, you can annoy your opponent by grabbing
numbers and symbols that he wants before he can.
CHARACTERS
Junior (I)
Junior (II)
Nitpicker
Papa (Donkey Kong)
CALCULATE A (FOR TWO PLAYERS, USE CONTROLLERS I and II.)
Papa holds up a number. Junior has to try to make the same number
appear in his side window by using the numbers 1 ~ 9 and the symbols
+ - x /. After you write an equation, the math is automatically done
and the answer appears in the window. If this number isn't the same
as the number Papa is holding up, you can use it as the beginning
of your next try, and gradually zero in on the right answer.
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*Junior can only put single-digit numbers (1 ~ 9) into the window.
Even if you try to grab two numbers in a row, only the first one
goes into the window.
*For answers containing five digits or more, only the displayed
four digits count.
* The remainder is dropped for division.
*The word "WIN" underneath the window doesn't mean that the answer in
the window is right. When you get the answer right, an apple will
appear beside "WIN".
1. Papa shows a number on a placard. You must make an equation whose
answer equals the number on the placard.
2. Move Junior and make him jump onto the chains to get the necessary
numbers. Numbers appear on the chains in random order.
3. Send Junior to the islands to get the signs (+ - x /). When
Junior jumps onto an island, the sign that was there goes up into
the window and onto another island so that it can be used again.
4. The numbers and signs line up in the order they are taken to make
the equation. Junior can get one-digit numbers only. Even if two
numbers are taken in a row, only the first one is used.
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5. Use the answers from your first try as the beginning of your next
try, and continue with a sign and number; or start over by clearing
the window with the B button.
6. if an answer has five digits or more, only the first four are
displayed. Only displayed digits count. The calculation is finished
when the answer in the window is the same as the placard number Papa
is holding up.
7. Papa gives out an apple each time the correct answer is found.
The winner is the one who gets five apples first. When someone wins,
Junior jumps up and down.
CALCULATE B (FOR TWO PLAYERS, USE CONTROLLERS I and II.)
The game proceeds just like Calculate A, but a number is given in your
window at the beginning and Papa may assign a negative number on the
placard. Those are the only extra difficulties. Go ahead and test
your mathematical ability.
*When the B button is pressed to start over, the number given in the
beginning will reappear.
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+ - X / EXERCISE (FOR ONE PLAYER ONLY, USE CONTROLLER I.)
Practice addition, subtraction, multiplication and division.
The screen on the left will appear.
Choose the kind of problems you wish to do.
1. Move Junior to the problem type you wish to practice.
2. Move Junior to the right. He will point out the problem next
to him.
3. The screen will then change, and the problem will begin. An
unfinished problem appears in the upper right part of the screen.
Place the correct numbers in the squares ( ) to finish the problem.
*One game consists of ten problems.
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1. The nitpicker shows you the position of the number to be filled.
Make Junior jump onto the chain under the nitpicker.
2. As Junior Climbs up and down the chain, the numbers 0 -- 9 appear
in the square. Stop Junior at the desired number.
3. By moving Junior to a chain on the left or right, the chosen
number is set. A number is not set until it stops flashing. The
game will go faster by always moving to the chain where the nitpicker
is. Press the B button if you discover a mistake in your calculation.
All the numbers that were set are cleared, and you can start over on
the same problem.
4. After all the numbers are set, move Junior to the right or left for
a final set. If the solution is correct, Junior jumps off the chains
and jumps up and down. The nitpicker gives you an egg as a present,
indicated on the left side of the screen next to the problem number.
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5. If the answer is wrong, Junior will fall on his bottom from the
chains. Go back to the place of the mistake once more (the nitpicker
and the square will show you where the mistake is). One by one, fix
the mistaken numbers.
6. If the problem is too hard, push the question mark (?) up to
Papa. The numbers will fill in automatically, displaying the
correct solution.
7. When there are several marks on top of each other, the square mark
( ) will flash in the column where the nitpicker is, showing you
where to place the number. After putting the number in place, set it
by moving Junior to the left or right. Then, move him back to the
chain where the nitpicker is to continue.
8. One game has 10 problems. The score is displayed on Papa's
placard. One problem is 100 points, so a perfect score is 1,000
points. Points are deducted for errors and taking too much time.
It is easy to tell how many correct answers were found by counting
the eggs next to the problem numbers.
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NINTENDO
Nintendo of America Inc.
P.O. Box 957
Redmond, WA 98052 U.S.A.
Printed in Japan