Donkey Kong Jr. (bootleg)
Descripción
Something of a role reversal for this superb sequel to the seminal 1981 platform-based original, with mario now cast as the villain (the only mario game in which this occurred) and donkey kong cast as the captured victim. Donkey kong's son, dk jr., must rescue his captured father from mario's clutches by climbing and jumping his way over vines, chains and platforms before he can reach his father. Jr. Has to race against time while avoiding the horrible snapjaws, nitpickers, and sparks released by mario. Like the original, donkey kong jr. Features four different stages, but in the us version, one or both of the middle stages are omitted in the first three levels. In the japanese and bootleg versions, all four stages are played in their logical order. Please refer to the "donkey kong junior" (north american version) entry, updates section, for complete details. - cast of characters - donkey kong jr. - the baby ape in the white unitard with a big j printed on the front, this is the son of donkey kong and he must rescue his father from mario's cage. Mario - this game is quite possibly the only game in mario's long history where he is the enemy. Donkey kong - poor dk was captured by mario after the events portrayed in donkey kong. Now he must helplessly watch as his son comes to the rescue. Snapjaws - these mechanical mouths must be avoided. Blue snapjaws will drop down a vine and continue to fall off the screen, while red snapjaws will climb back up a vine and pose a more permanent threat. Nitpickers - there are two types of nitpickers in the game. Small nitpickers appear on the springboard stage and occasionally drop eggs on jr. As they fly around the top branch. Large nitpickers appear on the chains stage and weave back and forth in an attempt to hinder jr.'s chances at rescuing his father. Sparks - these volts of electricity patrol the mario's hideout stage. The red variety follows the loop that they begin on while the blue version follows the vertical strips from one level to the next as they drop to the bottom of the screen. Fruit - jr. Will find various pieces of fruit scattered throughout each stage that he will pluck when he touches them. The fruit will fall and take out any enemy in its path until it reaches the bottom of the screen. They are one of the best sources for bonus points. Keys - on the first three stages, jr.'s goal is to reach the key at the top of the stage. Once he jumps onto the vine or chain with the key at the top, he automatically climbs it to the adjacent platform and advances to the next stage. On the chains stage, jr. Must push six keys up the chains into the locks positioned at the top of the stage. When all six keys are inserted into the locks, papa will be set free.
Something of a role reversal for this superb sequel to the seminal 1981 platform-based original, with mario now cast as the villain (the only mario game in which this occurred) and donkey kong cast as the captured victim. Donkey kong's son, dk jr., must rescue his captured father from mario's clutches by climbing and jumping his way over vines, chains and platforms before he can reach his father. Jr. Has to race against time while avoiding the horrible snapjaws, nitpickers, and sparks released by mario. Like the original, donkey kong jr. Features four different stages, but in the us version, one or both of the middle stages are omitted in the first three levels. In the japanese and bootleg versions, all four stages are played in their logical order. Please refer to the "donkey kong junior" (north american version) entry, updates section, for complete details. - cast of characters - donkey kong jr. - the baby ape in the white unitard with a big j printed on the front, this is the son of donkey kong and he must rescue his father from mario's cage. Mario - this game is quite possibly the only game in mario's long history where he is the enemy. Donkey kong - poor dk was captured by mario after the events portrayed in donkey kong. Now he must helplessly watch as his son comes to the rescue. Snapjaws - these mechanical mouths must be avoided. Blue snapjaws will drop down a vine and continue to fall off the screen, while red snapjaws will climb back up a vine and pose a more permanent threat. Nitpickers - there are two types of nitpickers in the game. Small nitpickers appear on the springboard stage and occasionally drop eggs on jr. As they fly around the top branch. Large nitpickers appear on the chains stage and weave back and forth in an attempt to hinder jr.'s chances at rescuing his father. Sparks - these volts of electricity patrol the mario's hideout stage. The red variety follows the loop that they begin on while the blue version follows the vertical strips from one level to the next as they drop to the bottom of the screen. Fruit - jr. Will find various pieces of fruit scattered throughout each stage that he will pluck when he touches them. The fruit will fall and take out any enemy in its path until it reaches the bottom of the screen. They are one of the best sources for bonus points. Keys - on the first three stages, jr.'s goal is to reach the key at the top of the stage. Once he jumps onto the vine or chain with the key at the top, he automatically climbs it to the adjacent platform and advances to the next stage. On the chains stage, jr. Must push six keys up the chains into the locks positioned at the top of the stage. When all six keys are inserted into the locks, papa will be set free.
Une sorte d'inversion des rôles pour cette superbe suite de l'original de 1981 basé sur une plate-forme, avec Mario désormais interprété comme le méchant (le seul jeu Mario dans lequel cela s'est produit) et Donkey Kong dans le rôle de la victime capturée. Le fils de Donkey Kong, DK Jr., doit sauver son père capturé des griffes de Mario en grimpant et en sautant par-dessus les vignes, les chaînes et les plates-formes avant de pouvoir atteindre son père. Jr. doit courir contre la montre tout en évitant les horribles mâchoires, pinceurs et étincelles libérés par Mario. Comme l'original, Donkey Kong Jr. Comprend quatre étapes différentes, mais dans la version américaine, l'une ou les deux étapes intermédiaires sont omises dans les trois premiers niveaux. Dans les versions japonaise et bootleg, les quatre étapes sont jouées dans leur ordre logique. Veuillez vous référer à l'entrée "donkey kong junior" (version nord-américaine), section mises à jour, pour plus de détails. - casting de personnages - âne kong jr. - le bébé singe en combinaison blanche avec un grand j imprimé sur le devant, c'est le fils de Donkey Kong et il doit sauver son père de la cage de Mario. Mario - ce jeu est probablement le seul jeu dans la longue histoire de Mario où il est l'ennemi. Donkey Kong - le pauvre DK a été capturé par Mario après les événements décrits dans Donkey Kong. Maintenant, il doit regarder, impuissant, son fils venir à son secours. Snapjaws – ces bouches mécaniques doivent être évitées. Les mâchoires bleues tomberont sur une vigne et continueront à tomber de l'écran, tandis que les mâchoires rouges remonteront sur une vigne et constitueront une menace plus permanente. Nitpickers - il existe deux types de nitpickers dans le jeu. De petits pinailleurs apparaissent sur la scène du tremplin et lâchent occasionnellement des œufs sur jr. Alors qu'ils volent autour de la branche supérieure. De gros pinailleurs apparaissent sur la scène des chaînes et se faufilent d'avant en arrière pour tenter d'entraver les chances de Jr. de sauver son père. Étincelles : ces volts d'électricité patrouillent dans la cachette de Mario. La variété rouge suit la boucle sur laquelle ils commencent tandis que la version bleue suit les bandes verticales d'un niveau à l'autre lorsqu'elles descendent vers le bas de l'écran. Fruits - jr. Trouvera divers morceaux de fruits dispersés dans chaque étape qu'il cueillira lorsqu'il les touchera. Le fruit tombera et éliminera tous les ennemis sur son passage jusqu'à ce qu'il atteigne le bas de l'écran. Ils constituent l’une des meilleures sources de points bonus. Clés - sur les trois premières étapes, l'objectif de Jr. est d'atteindre la clé en haut de l'étape. Une fois qu'il saute sur la vigne ou la chaîne avec la clé en haut, il la grimpe automatiquement jusqu'à la plate-forme adjacente et passe à l'étape suivante. Sur la scène des chaînes, jr. Doit insérer six clés dans les chaînes dans les serrures situées en haut de la scène. Lorsque les six clés seront insérées dans les serrures, papa sera libéré.
Una sorta di inversione di ruoli per questo superbo sequel dell'originale platform del 1981, con Mario ora nel ruolo del cattivo (l'unico gioco di Mario in cui ciò si è verificato) e Donkey Kong nel ruolo della vittima catturata. Il figlio di Donkey Kong, dk jr., deve salvare il padre catturato dalle grinfie di Mario arrampicandosi e saltando su liane, catene e piattaforme prima di poter raggiungere suo padre. Jr. deve correre contro il tempo evitando gli orribili denti a denti stretti, i pignoli e le scintille rilasciati da Mario. Come l'originale, Donkey Kong Jr. Presenta quattro fasi diverse, ma nella versione americana, una o entrambe le fasi intermedie sono omesse nei primi tre livelli. Nella versione giapponese e bootleg, tutte e quattro le fasi vengono giocate nel loro ordine logico. Si prega di fare riferimento alla voce "donkey kong junior" (versione nordamericana), sezione aggiornamenti, per i dettagli completi. - cast di personaggi - Donkey Kong Jr. - il cucciolo di scimmia con la tutina bianca con una grande j stampata sul davanti, questo è il figlio di Donkey Kong e deve salvare suo padre dalla gabbia di Mario. Mario: questo gioco è probabilmente l'unico nella lunga storia di Mario in cui Mario è il nemico. Donkey Kong - il povero DK è stato catturato da Mario dopo gli eventi descritti in Donkey Kong. Ora deve guardare impotente mentre suo figlio viene in soccorso. Snapjaws: queste bocche meccaniche devono essere evitate. Le mascelle blu cadranno da una liana e continueranno a cadere dallo schermo, mentre le mascelle rosse risaliranno su una liana e rappresenteranno una minaccia più permanente. Nitpickers: ci sono due tipi di pignoli nel gioco. Piccoli pignoli compaiono sul palco del trampolino e occasionalmente lasciano cadere le uova su jr. Mentre volano attorno al ramo più alto. Grandi pignoli compaiono sul palco delle catene e si muovono avanti e indietro nel tentativo di ostacolare le possibilità di Jr. di salvare suo padre. Scintille: questi volt di elettricità pattugliano il nascondiglio di Mario. La varietà rossa segue il ciclo da cui iniziano mentre la versione blu segue le strisce verticali da un livello a quello successivo mentre scendono nella parte inferiore dello schermo. Frutta - jr. Troverà vari pezzi di frutta sparsi in ogni fase che coglierà quando li toccherà. Il frutto cadrà ed eliminerà qualsiasi nemico sul suo cammino finché non raggiungerà il fondo dello schermo. Sono una delle migliori fonti di punti bonus. Chiavi: nelle prime tre fasi, l'obiettivo di Jr. è raggiungere la chiave in cima alla fase. Una volta che salta sulla liana o sulla catena con la chiave in alto, si arrampica automaticamente sulla piattaforma adiacente e avanza alla fase successiva. Sul palco delle catene, jr. Deve spingere sei chiavi lungo le catene nelle serrature posizionate in cima al palco. Quando tutte e sei le chiavi saranno inserite nelle serrature, papà sarà liberato.
Consejos
- Evita el contacto directo con los enemigos; salta siempre sobre ellos.
Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.
- Avoid direct contact with enemies; always jump on them.
Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.
- Évitez le contact direct avec les ennemis ; sautez toujours dessus.
Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.
- Evitare il contatto diretto con i nemici; saltarci sempre addosso.
Consulta los trucos y consejos completos y siempre actualizados de este juego en la app.