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■ 동키콩 쥬니어 (미국판) - Donkey Kong Junior


  ■ 에뮬게임에 대해 알고 싶습니다  바로가기

  ■ 마메 에뮬레이터 (Emulator) 실행방법  바로가기

  ■ 게임 구동시 필요한 바이오스 (Bios) 다운  바로가기

  ■ 자주묻는 질문 (Q&A)  바로가기

게임 제작사 (Making)

Nintendo of America

제작 년도 (Since)

1982년 

카테고리 (Category)

Platform / Run Jump

에뮬 구분 (Emulator)

마메 (MAME)

게임용량 (Size)

29.78 KB

소스 (Source)

dkong.c

타이틀 (Title)

포스터 (Poster)

 

 

캐비넷 (Cabinet)

 

■ 게임 다운로드 (Game Download)

원본롬

(Roms)


10MB 보다 큰 파일은 용량 제한으로 인하여 알집으로 분할 압축되어 있습니다.

다운받으신 다음 압축을 한번 해제한 후 zip 형식의 롬파일을 roms 폴더에 넣어주어야 합니다.


원본롬 파일은 게임 실행에 반드시 필요하므로 다운받아야 합니다.


dkongjr.zip


클론롬

(Clone Roms)

세계판 (World ver.)


유럽판 (Europe ver.)


미국판 (America ver.)


아시아판 (Asia ver.)


일본판 (Japan ver.)


라틴판 (Latin ver.)


브라질판 (Brazil ver.)


해적판 (Crack ver.)


기타 (Etc ver.)


동키콩 쥬니어 (문 크레스타 하드웨어)

Donkey Kong Jr. (bootleg on Moon Cresta hardware)

dkongjrm.zip


■ 원본롬과 클론롬의 차이를 알고 싶다면  바로가기

아트웍

(Artwork)


dkongjr.zip


아트웍 (Artwork) 설정방법 → 바로가기


매뉴얼

(Manuals)


dkongjr.pdf


pdf 파일로 된 매뉴얼입니다.

전용뷰어 다운로드 페이지 → 바로가기


- 올라온 자료에 문제가 있을 시 댓글 달아주시면 수정하도록 하겠습니다.


■ 게임 이미지 (Snap Shot)



        


        



■ 게임 설명



동키콩의 정식 후속작.


전작에서 최종보스였던 동키콩의 아들인 동키콩 주니어가 감옥에 갇혀있는 아빠 동키콩을 구하는 간단한 아케이드 게임.

아빠 동키콩을 붙잡은 건 다름 아닌 마리오다. 아마 전작에서 동키콩을 해치운 다음 가둬놓은 모양.

참고로 '마리오'라는 이름이 게임 내에서 직접 언급된 최초의 게임이다.


마리오가 내려 보내는 악어, (이름은 클랩 트랩 (Klap Trap) 으로, 동키콩 컨트리 시리즈에서 대대적으로 적으로 등장하며, 대난투

X에 스티커로서도 등장한다) 참새, 기타 생물을 피해서 마리오가 있는 곳으로 이동하면 되는 단순한 게임.

그리고 마지막 스테이지는 동키콩을 가둔 감옥의 열쇠를 끼워 맞춰서 구출한다.


동키콩 Jr.에게는 줄타기시 빠르게 움직이는 동작이 따로 있어서 단시간에 클리어가 가능하다.

올라갈 때는 줄을 두개 잡고 올라가면 빠르고, 내려올 때는 줄을 하나만 잡고 내려가야 빠르다.

이를 이용해 장애물을 피해 마리오가 있는 위치까지 도착하면 클리어.

최종 스테이지는 자물쇠를 풀어주면 아빠를 구출하고 엔딩을 볼 수 있다. 동작시 나오는 효과음이 상당히 재미있다.


아케이드판이나 여러 콘솔로 이식되기도 하였다.



 History



Donkey Kong Junior (c) 1982 Nintendo of America.


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 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 before he can reach his father. Junior has to race against time while avoiding the horrible Snapjaws, Nitpickers, and Sparks released by Mario.

Like the original, Donkey Kong Junior features 4 different stages, but in the US version, one or both of the middle stages are omitted in the first 3 levels. In the Japanese versions, all 4 stages are played in their logical order. See Updates below for complete details.

CAST OF CHARACTERS :

Donkey Kong Junior - 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 Junior as they fly around the top branch. Large Nitpickers appear on the Chains stage and weave back and forth in an attempt to hinder Junior'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 - Junior 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 Chains Stage, Junior must push 6 of these up a chain into the lock positioned at the top of the stage. When he does, Papa will be set free.


- TECHNICAL -

Main CPU : Z80 (@ 3.072 Mhz)

Sound CPU : I8035 (@ 400 Khz)

Sound Chips : DAC

Screen orientation : Vertical

Video resolution : 224 x 256 pixels

Screen refresh : 60.00 Hz

Palette colors : 256

Players : 2

Control : 4-way joystick

Buttons : 1 (JUMP)


- TRIVIA -

Released in August 1982.

Some versions, especially the Japanese version, have the 'Junior' abbreviated in the printed title, therefore "Donkey Kong Jr.".

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

The song that is played during the 'Keep Going to Mario's Hideout - Be Careful' cut scene that preceeds the Mario's Hideout Stage is from the 'Can-Can'.

Steve Wiebe holds the official record for this game with 1,139,800 points on March 14, 2009.

A bootleg of this game is called "Junior King".

A bootleg of the Japanese version runs on the "Moon Cresta" hardware.

Donkey Kong Junior also spawned a cartoon series of the same name : Ruby-Spears Productions. Produced By Joe Ruby, Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS.


- UPDATES -

The 'Extra Lives' dip switch can actually be set to 10000, 15000, 20000, or 25000; the default is 10000.

The Japanese and bootleg boards have all 4 screens displayed in their original, logical order 1-2-3-4.

For the US board, they changed it to somewhat match the original Donkey Kong's 'How high can you try/get?' theme. With the screen order as follows :

L1 : 1-4

L2 : 1-2-4

L3 : 1-3-4

L4 : 1-2-3-4

L5 onward remain the same as L4

In Versions featuring the Junior abbreviated in the title screen ('Jr.'):

1. You are allowed to enter a name up to 12 letters instead of 3.

2. Red Snapjaws regenerate after being killed by fruit starting in L5 instead of L4.


- SCORING -

Jump over one opponent : 100 points

Jump over two+ opponents : 300 points

Push key in lock : 200 points

Pick a fruit : 400 points

Hit 1st opponent with fruit : 800 points

Hit 2nd opponent with fruit : 1200 points

Hit 3rd+ opponent with fruit : 1600 points


- TIPS AND TRICKS -

* When you start the game, Junior will start at the bottom left corner of the Vines stage. Your job is to navigate him to the top so that he can progress to the next levels. Here are some strategies for each level...

* VINES STAGE : This is the first stage of each level.

1) To start out, Junior 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 fall 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 Junior 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 L4 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 it's name by hosting a springboard at the bottom of the screen. Its purpose is to provide Junior with a shortcut. In the US version, this stage is omitted in L1 and L3.

1) Ordinarily, Junior must jump on the springboard to reach the tree top 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 on to 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 Junior 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) Junior 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. 

* MARIO'S HIDEOUT : In the US version, this stage is omitted in L1 and L2.

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 Junior'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 Junior'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 fruits 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 Junior's last chance to save Papa, so it's now or never.

1) Papa's cage is positioned above a set of locks, and the keys to those locks are located on chains directly below them. All Junior has to do is push those keys up and insert them into the locks and grant Papa his freedom. 

2) Blocking his way will be stubborn Red Snapjaws and Large Nitpickers that Mario sends after Junior. 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 Junior to push up keys two at a time when the chance is available, but that exposes Junior 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 L4 onward, beware: as in the Vines Stage, Red Snapjaws will regenerate at Mario's feet.

4) Once Junior unlocks every lock, Papa will come tumbling down and mighty Junior will catch him before the game starts all over again from the Vines stage at a more difficult level.


- SERIES -

1. Donkey Kong (1981)

2. Donkey Kong Junior (1982)

3. Donkey Kong 3 (1983)


- STAFF -

Designed & programmed by : Shigeru Miyamoto, Masao Yamamoto, Kenji Nishizawa, Masayoshi.O, H. Hoshino

Music by : Hirokazu Tanaka

Produced by : Gunpei Yokoi


- PORTS -

NOTE : In most of these ports, the printed title uses the abbreviation 'Jr.' instead of fully spelling out 'Junior'.

* Consoles : 

Colecovision (1982)

Mattel Intellivision (1982)

Atari 2600 (1983)

Atari XEGS

Nintendo Famicom (1986)

Atari 7800 (1988)

Nintendo Famicom (1988, "Donkey Kong Classics") : Nintendo Famicom's 1986 offerings of both "Donkey Kong" and "Donkey Kong Jr." in one cartridge. 

Nintendo Game Boy Advance (2002, "e-Reader Series")

Nintendo Wii (2006, "Virtual Console" - NES version)

* Computers :

Atari 800 (1983)

Tandy Color Computer (1983, "Junior's Revenge")

Tandy Color Computer 3 (1986, "Return of Junior's Revenge")

* Others :

LCD tabletop game (1983) released by Coleco : This is a color LCD game (color accomplished with a color plastic overlay on the LCD), and is back-lit by an external light source (room light, sun, etc.). It can't be played in the dark like the VFD games.

LCD tabletop game released by Nintendo (Game&Watch).


- SOURCES -

Game's rom.



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