CRONOLOGIA
Ricerca rapida
Tipo:
 
Romset:

Donkey Kong Jr. (Japan) - Gioco MAME

3255
dkongjrj
Donkey Kong Jr. (Japan)
1
Gioco
current
11
0
  Torna alla ricerca
  Condividi la pagina usando questo link:
CONDIVIDI QUESTA PAGINA

GIOCO SISTEMA CHD BIOS DEVICE PARENT CLONE MECHANICAL SCREENLESS

Dati principali
Romset e nome:
dkongjrj Donkey Kong Jr. (Japan)
Nome semplificato:
Donkey Kong Jr.
Produttore:
Nintendo
Anno:
Genere:
Platform
Categoria:
Platform / Corri & Salta
Serie:
Sorgente driver:
nintendo/dkong.cpp
Lingua:
Giapponese
Giochi simili:
Input / Controlli
Giocatori:
Fino a 2 giocatori (singolo, 2 alternati)
Controlli:
Joystick 4 direzioni
Pulsanti / tasti:
Coins:
Cabinet:
Cocktail, Upright
Free-play:
Non supportato
Classifiche
Voto medio:
AntoPISA BestGame:
-
MASH All-Time:
-
Video
Schermo:
256x224@60,606061 Hz, ruotato di 270°, CRT 15kHz
Orientamento:
Verticale
Scorrimento:
Non indicato
Colori:
-
CPU:
Intel 8257 DMA Controller, MB8884, Zilog Z80
Audio
Canali:
Chips audio:
Discrete Sound, Speaker
Romset
Prima release:
Mame 0.53 rilasciato il 12-ago-2001
Ultima release:
Mame 0.265 rilasciato il 24-apr-2024
Clone di:
dkongjr Donkey Kong Junior (US set F-2)
Bios:
Non richiesto
Usa rom di:
-
Sample:
-
Rom set vecchio:
Nessuno
Rom set nuovo:
Nessuno
Files
Dump:
GOOD
Stato emulazione
Complessivo:
BUONO
Emulazione:
Buono
Grafica:
Buono
Colore:
Buono
Suono:
Buono
Cocktail:
Buono
Protezione:
Buono
Salvataggio:
Supportato
Dati aggiuntivi
  • History
  • Info
  • Score
  • PCB
  • Comandi
  • Init
  • Driver
  • XML
  • Informazioni fornite da © Alexis Bousiges
    Videogioco arcade pubblicato 41 anni fa:

    Donkey Kong Jr. © 1982 Nintendo.

    Donkey Kong Jr. is a single-screen platform game and the first sequel to the legendary original. It differs from the first game in that Mario is now cast as the villain (the only Mario game in which this occurred) and Donkey Kong the captured victim.

    Donkey Kong's son, DK Junior, must rescue his captured father from Mario's clutches by climbing and jumping his way over vines, chains and platforms in order to grab a key and reach his father. Junior has to race against time while avoiding the horrible Snap jaws and birds released by Mario.

    Junior can run left and right, jump, and grab vines/chains/ropes to climb higher up the screen. He can slide down faster by holding only one vine, or climb faster by holding two. To pass the first three stages, Junior must reach the key hanging next to his father's cage, whereupon Mario flees while pushing the cage off-screen. In the fourth stage, Junior must push six keys into locks on the topmost platform to free Donkey Kong. After a brief cutscene, the player is taken back to the first stage at an increased difficulty.

    Items of fruit litter the stages and these can be knocked down for bonus points, they can also be dropped onto enemies and will kill every enemy they touch before falling off the bottom of the screen. Junior loses a life when he touches any enemy or projectile, falls too great a distance, or falls off the bottom of the screen. Additionally, he loses a life if the bonus timer counts down to zero. Donkey Kong Jr. features four different stages.

    CAST OF CHARACTERS:

    • Junior: Baby ape and son of Donkey Kong, he must rescue his father from Mario's cage.
    • Mario: Imprisoned Donkey Kong after the ape's escapades in the first game and now keeps a watchful eye over his prisoner.
    • Donkey Kong: From villain to victim, Kong must watch helplessly as his son comes to his rescue.
    • Snap Jaws: Mechanical mouths that must be avoided. Blue jaws drop down vines and continue off the bottom of the screen, red jaws climb back up and pose a more permanent threat.
    • Nitpickers: Flying birds of which there are two types: small ones appear in the Springboard stage and attempt to drop eggs on Junior as they fly around the top branches. Fatter ones appear on the Chains stage and weave back and forth to hinder Junior.
    • Sparks: These volts of electricity patrol Mario's Hideout. The red variety follows the loop that they begin on, while the blue ones follow the vertical strips from one level to the next as they drop to the bottom of the screen.

    DATI TECNICI
    CPU principale: Zilog Z80 (@ 3,072 Mhz)
    CPU sonora: I8035 (@ 400 Khz)
    Chip sonori: DAC

    Giocatori: 2
    Controllo: Joystick a 4 direzioni
    Pulsanti: 1 (JUMP)

    CURIOSITÀ
    Donkey Kong Jr. è stato rilasciato in Giappone nell'Agosto 1982.

    The US version, as well as some bootleg versions, have the suffix fully spelled out in the printed title rather than abbreviated ("Donkey Kong Junior").

    The music that is played in the intro sequence before gameplay is the opening of Bach's 'Toccata and Fugue in D Minor'.

    The song that is played during the cut scene before the Mario's Hideout Stage is from the 'Can-Can'.

    Steve Wiebe detiene il record ufficiale di questo gioco con 1,139,800 points on March 14, 2009.

    Bootlegs of the game include "Donkey King Jr." and "Junior King". Another bootleg runs on the "Moon Cresta" hardware.

    AGGIORNAMENTI
    The 'Extra Lives' dip switch can actually be set to 10,000, 15,000, 20,000, or 25,000; the default is 10,000.

    PUNTEGGIO
    Jump over one opponent: 100 points
    Jump over two or more opponents: 300 points

    Pick a fruit: 400 points
    Hit first opponent with fruit: 800 points
    Hit second opponent with fruit: 1,200 points
    Hit third and subsequent opponents with fruit: 1,600 points

    On the Chains Stage only:
    Push key in lock: 200 points

    CONSIGLI E TRUCCHI
    • When you start the game, Jr. will start at the bottom left corner of the Vines Stage. Your job in the first three stages is to navigate him to the key at the top of the screen so that he can progress to the next stage. Here are some strategies for each stage...
    • VINES STAGE: This is the first stage of each level.
    1) To start out, Jr. must grab the vines above him, and climb up to one of the two ledges to his right. He can jump to the next vine from either ledge, where he must slide down to the tree top below.
    2) Carefully jump right from one tree top to the next before grabbing the fourth vine from the right. Climb up above the right ledge and maneuver Jr. over to the far right vines. Climb up and onto the branch above. Jump over any Snapjaws that pose a threat and leap up to the higher section of the branch before leaping for the key and ending the stage.
    3) Along the way, the pear and apple fruit prizes should be plucked with ease, and if you have time, it pays in the early levels to eliminate any of the Red Snapjaws since they won't come back. However, from L5 onward, they will regenerate at Mario's feet. The banana is in a precarious position and should only be plucked if time and safety permits.

    • SPRINGBOARD STAGE: This stage earns its name by hosting a springboard at the bottom of the screen. Its purpose is to provide Jr. with a shortcut.
    1) Ordinarily, Jr. must jump on the springboard to reach the treetop on the opposite side. Then he must ride the moving platform to the right and climb up the chains beneath the pulley. He must step onto a ledge which is placed directly beneath the point at which Small Nitpickers like to lay eggs, so watch out. Then he must jump to the left to reach the first hold. When the small platform is beneath him, he must drop down and let it carry him to the next hold which rises and falls.
    2) If Jr. uses the springboard as a shortcut, he can move directly from the start to this small ledge by pressing the jump button at precisely the moment when he hits the springboard, and he will launch up to the small platform immediately.
    3) Jr. can only jump up and grab the second hold when it is in its lowest position. Once he safely has it, he must reach left and grab the chains that extend below Papa. After pulling himself up, he must navigate through the gauntlet of Small Nitpickers to reach the chains on the right side, where he must climb up a little further to reach the branch. Jumping over the gap in the branch, and timing his jumps to ensure that he doesn't collide with any Small Nitpickers, he can reach the key and end the stage.

    • MARIÒS HIDEOUT:
    1) The layout of this electrically-filled chamber is substantially simpler than the previous stages, but it poses an even greater threat. Not only are Sparks a danger to Jr.'s feet on the ground, they also pose a danger when they pass overhead. A nervous player may anxiously jump over a Spark only to realize too late that another spark was headed Jr.'s way above him. The route is simple. From the start, cross over to the right, climb up, cross back over to the left, climb up, cross once more to the right, climb up again, and finally back to the left in an effort to reach the key.
    2) While the Red Sparks remain in their loops, the Blue Sparks move from the top of the screen to the bottom, taking the blue vertical pathways along the way. In the beginning, a Blue Spark will randomly choose one of the four pathways beneath Mario, so cross below Mario with care.
    3) The apples are easily plucked on each level, but nailing Sparks with them will take extra timing, and may put you in a bad position if you're not aware of your surroundings.

    • CHAINS STAGE: This is Jr.'s last chance to save Papa, so it's now or never.
    1) Papa's cage is positioned above a set of six locks, and the keys to those locks are located on chains directly below them. All Jr. has to do is push those keys up and insert them into all six locks and grant Papa his freedom.
    2) Blocking his way will be stubborn Red Snapjaws and Large Nitpickers that Mario sends after Jr. The Large Nitpickers will fly from one end of the screen to the other before swooping down a level and reversing direction.
    3) Obviously it is faster for Jr. to push up keys two at a time when the chance is available, but that exposes Jr. to twice the danger as Red Snapjaws could be located on either chain at any given moment. So proceed with caution, and try to save the apples for the moments when the Red Snapjaws are located beneath them and can be done away with for bonus points. But from L5 onward, beware...as in the Vines Stage, Red Snapjaws will regenerate at Mario's feet.
    4) Once Jr. unlocks every lock, Papa will come tumbling down and mighty Jr. will catch him before the game starts all over again from the Vines stage at a more difficult level.

    SERIE
    • Donkey Kong (1981)
    • Donkey Kong Jr. (1982)
    • Donkey Kong 3 (1983)

    STAFF
    Progettato e programmato da: Shigeru Miyamoto, Masao Yamamoto, Kenji Nishizawa, Masayoshi.O, H. Hoshino
    Musica di: Hirokazu Tanaka
    Prodotto da: Gunpei Yokoi

    CONVERSIONI
    NOTE: For ports released in North America, please see the North American version's entry.

    • CONSOLE:
    Atari 2600 [EU] (1982)
    [JP] Nintendo Famicom (jul.15, 1983) "Donkey Kong Jr. [Modello HVC-JR]"
    [EU] Nintendo NES (june.15, 1987) "Donkey Kong Jr. [Modello NES-JR-EEC]"
    Nintendo Famicom Disk [JP] (jul.19, 1988) "Donkey Kong Jr. [Modello FMC-JRD]"

    • COMPUTER:
    BBC Micro [EU] (1984)

    CONTRIBUISCI
    Modifica questa scheda: https://www.arcade-history.com/?&page=detail&id=668&o=2
    Informazioni fornite da Contribuisci alla traduzione da
  • Informazioni fornite da
    Informazioni fornite da / © Copyright by Fujix
  • Informazioni fornite da
  • Informazioni fornite da
  • Informazioni fornite da Fabricio Coroquer, tratto dal lavoro di
    ATTENZIONE: La versione breve è stata dismessa nel novembre 2019
  • Informazioni fornite da Contruibisci da
  • Informazioni fornite da
  • Informazioni fornite da
Dip switch:
Cheats:
Porte:
Dispositivi (rif):

Se noti qualche errore o inesattezza, segnalalo tramite

Dati aggiornati al 25 aprile 2024


Rimozione immagine
Stai proponendo di rimuovere questa immagine dal sito.
Indica di seguito il motivo della richiesta e verrà valutata
appena possibile.

Motivo:
E-mail:
(facoltativo)
Segnalazione risorsa
E' possibile segnalare link di approfondimento, immagini, video o altri url relativi a questo gioco.
Compilare attentamente i campi sotto in modo tale da ridurre al minimo il tempo necessario per l'integrazione di queste informazioni nella pagina.
Link:
Tipo risorsa:
Titolo:
Note:
E-mail:
(facoltativo)
Informazioni inizializzazione gioco (gameinit)
Questi dati servono per risolvere eventuali problemi di avvio del gioco in Mame. Il testo indicato verrà spedito al sito ProgettoSnaps per essere controllato ed integrato con quello esistente.
Gli aggiornamenti sono schedulati su base mensile quindi salvo casi particolari potresti non vedere subito i cambiamenti.
Romset:
dkongjrj
Titolo:
Donkey Kong Jr.
Testo:
E-mail:
(facoltativo)
Invia segnalazione
Segnala questo gioco ad un amico, eventualmente corredato da una nota aggiuntiva.
Gioco:
Donkey Kong Jr. (Japan)
Destinatario:
Note:
Mittente:
Crea una nuova lista
Puoi creare una nuova lista personale, visibile solo a te, che consentirà di raggruppare, visualizzare o fare altre operazioni sui tuoi giochi preferiti.
Titolo:
Note:
 

Puoi creare una lista usando un file già presente. In questo caso indicalo qui sotto.

Importa da:
Trascina qui un file
XXXXXXXX
Formato:
Esporta su file
E' possibile esportare la lista dei giochi su file in modo da poter essere utilizzata da programmi esterni

Titolo:
Formato:
Emulatore:
Path giochi:
Path immagini:
Versione:
 
Questa opzione aggiunge i bios e i device necessari per ottenere un set funzionante
Altre opzioni
 

 

 

 

 

 

 

NOTA: Se il file non viene scaricato, assicurati di disattivare il blocco popup per questo sito nelle impostazioni del browser