Donkey Kong Jr. Math: Difference between revisions

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'''''Donkey Kong Jr. Math''''' is a educational [[Nintendo Entertainment System]] game of the ''[[Donkey Kong (series)|Donkey Kong]]'' series. The game is a spinoff of the [[arcade]] game, ''[[Donkey Kong Jr.]]'', and it stars the same titular character, [[Donkey Kong Jr. (character)|Donkey Kong Jr.]] The game was released for the [[Famicom]] in [[1983]]. Two years later, in [[1985]], ''Donkey Kong Jr. Math'' was released as a Nintendo Entertainment System launch title in North America. ''Donkey Kong Jr. Math'' has similar gameplay to the game ''[[Popeye no Eigo Asobi]]'', which released a month earlier.
 
''Donkey Kong Jr. Math'' was the only game to be released under the "Educational Series" label of North American NES titles. Another educational ''Donkey Kong'' title, ''[[Donkey Kong no Ongaku Asobi]]'', was planned for a release but ended up canceled. The +-X% Exercise was included in the Japan-exclusive ''[[Donkey Kong Jr. + Jr. Sansū Lesson]]'' compilation.
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==Gameplay==
[[File:DK Jr Math gameplay.png|thumb|left|Gameplay of two-player mode]]
''Donkey Kong Jr. Math'' has single player and 2-player support. The gameplay mechanics are similar to its parent game, ''Donkey Kong Jr.''
 
In Calculate A mode, the area takes place a symmetrical area. [[DonkeyCranky Kong (character)|Donkey Kong]] is at the top of the screen, holding up a sign with a number. Donkey Kong Jr. must climb vines and collect a combination of digits and arithmetic symbols that equal the number that Donkey Kong is holding. The arithmetic symbols are each on a short, grass hill above the water. Donkey Kong Jr. starts on a slightly-wider hill at the leftmost corner of the screen.
 
In Calculate B mode, the second player controls a pink Donkey Kong Jr. named [[Junior (II)|Junior]], who starts on a stump at the rightmost hill. In the mode, each player applies a math operation (addition, subtraction, multiplication, or division) to the number they have to make it another number, trying to eventually reach a mutual goal number. Signs and numbers are on the same field for each player, and they must race to reach the final number.
 
There is another mode, +-X% Exercise, where Donkey Kong Jr. must solve fixed math puzzles by climbing chains to reach the numbers and arithmetic symbols.
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==References==