Donkey Kong Jr. Math: Difference between revisions
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In Calculate A mode, the area takes place a symmetrical area. [[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 A mode, the area takes place a symmetrical area. [[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. |
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In Calculate B mode, the second player controls a pink Donkey Kong Jr. named [[ |
In Calculate B mode, the second player controls a pink Donkey Kong Jr. named [[mh:mario: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. |
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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. |
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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==External link== |
==External link== |
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*''[[ |
*''[[mh:mario:Donkey Kong Jr. Math|Donkey Kong Jr. Math]]'' on the Super Mario Wiki |
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==References== |
==References== |