Donkey Kong Junior by Nintendo For color or black-and-white TV Select from eight skill levels For one or two players COLECO Mario has locked up Papa Donkey Kong! Junior must make his way through a treacherous jungle to free him. Rac- ing against time, Junior climbs and swings across vines, while avoiding dangerous creatures, all to reach a flashing key to release his Papa. If Junior succeeds at this mission, he must push keys to the top of chains, once again avoiding clever opponents. If he passes this test, he arrives at Mario's hideout for another trial against time! Can you help Junior save his father? G E T T I N G R E A D Y TO PLAY ALWAYS MAKE SURE THE GAME SYSTEM IS OFF WHEN INSERTING OR REMOVING A CARTRIDGE. Be sure the B-W/Color switch is set to the "Color" position on your game system. One-Player Game Use the left controller. Two-Player Game (Alternating Players) Player 1 uses the left controller. Player 2 uses the right con- troller. Player 1 goes first, and each turn lasts until the player's Junior is eliminated. Choose your challenge. Turn your game system on, then press GAME RESET. Press GAME SELECT until the number of players (shown at left) and the Skill Level (shown at right) you want appear at the top of the screen. Skill Levels. There are eight Skill Levels to choose from. Skill 1 is the easiest level, suitable for beginners. Skill 8 is the toughest challenge, even for experts! Skills 4 and 5 play at about the difficulty and timing of a professional arcade machine. After you've made a choice, press GAME RESET. Now you're ready to play. U S I N G Y O U R C O N T R O L L E R S Hold the controller with the Play/Action Button to your upper left (toward the TV). 1. Control Stick: The Control Stick directs Junior's climbing and running. Climbing: If Junior is on a vine or chain, press the Control Stick up (away from you) to make him climb up. Press the Control Stick down (toward you) to make him slide down. Junior climbs up two vines or chains faster than he climbs up one. But Junior slides down one vine or chain faster than he climbs down two. Swinging: If Junior is on a vine or chain, press the Control left or right to make him swing in that direction. Running: If Junior is standing on a flat surface, press the Control Stick left or right to make him run in that direction. 2. Play/Action Button: The Play/Action Button makes Junior jump. Press the button when Junior is standing to make him jump in place. Press the button while Junior is running to make him jump in the direction he faces. If Junior is on a vine or chain, press the button and Control Stick at the same time to make him jump on platform. Hold the Control Stick and Play/Action Button down longer to make a longer jump. HERE'S HOW TO PLAY Climb, little guy! Press the Play/Action Button. Junior appears and jumps to the first vine. Use the Joystick to make Junior climb up. But he can't climb through a girder! Move him around to the left of the girder. Junior must be on an adjoining vine and above a girder before he can jump/swing onto it. Watch out for the Snapjaws along the way! C a p t u r e the key. The flashing key at the top of the jungle next to Mario can free Papa. But mean Mario sends Snapjaw after Snapjaw to stop Junior! Guide the little ape across the screen to the right and up. Get him onto the highest girder. Leap over Snapjaws for points. If Junior misses the key and runs into Mario, Junior is eliminated. You must start again from the beginning. Press the Play/Action Button to play again. Bonus! While Junior works his way up to the flashing key, a Bonus Timer counts down. When Junior reaches the key, the number appearing in the Bonus Timer is added to your score. But time can work against you. If Junior hasn't cap- tured the key when the Timer runs out, Junior is eliminated. The key to the situation. Once Junior captures the key, he faces another challenge: he must push three keys to the tops of chains to free his Papa. But this is no easy feat! The keys are so heavy that Junior must climb up two chains instead of one. But that's not all. Snapjaws still chase Junior-both on the chains and on the ground! And Nitpicker birds fly across the ground, trying to catch him. Poor Junior! Mario's Hideout! After Junior has pushed all the keys up the chains, he enters Mario's horrible hideout. Now he has to dash across coils and climb more vines to reach the top hanging vine. But Junior's foes - the Snapjaws - still keep up their chase. Jump over the snapjaws and keep moving up and across. That's the only way to free Papa! One more time The farther Junior gets, the wilder the action becomes! The missions repeat, but they keep getting harder. How many times can you help Junior free Papa Donkey Kong? Starting over. Press GAME RESET to replay the DONKEY KONG, JR game option you've just played. Press GAME SELECT to choose another challenge. SCORING POINTS: Placing key in lock (Key Mission). . . 100 Bonus Points When you complete a mission, the Bonus Timer stops. The number remaining in the Timer is added to your score. Your score always appears at the top center of the screen whenever Junior is eliminated or completes a screen. THE FUN OF DISCOVERY This instruction booklet will provide the basic information you need to get started playing DONKEY KONG, JR., but it is only the beginning! You will find that this cartridge is full of special features that make DONKEY KONG. JR. exciting every time you play. Experiment with different techniques - and enjoy the game! Typed by: Steverd@cet.com ------------------------------------------------------------------ This file was downloaded from, the Classic Cartridge Web page at: http://www.cet.com/~steverd ------------------------------------------------------------------