Donkey
Kong's Back!
Donkey Kong the ape is back. Only this time the vengeful Mario
is holding the
ape prisoner. Luckily the ape has a son, Donkey Kong Junior, who
will try to
rescue Papa.
To free his dad, Junior must make his way through
a dark and treacherous
jungle. Racing against time, the little fellow climbs and swings
across
vines, while avoiding the terrible Snapjaws.
If he reaches the keys to Papa's cage, Junior
must push them to the top of
chains while staying clear of Snapjaws and a new flock of nasty
Nitpickers.
But even then his mission isn't over. Once he reaches Mario's
hideout, he
must pass yet another test against time.
The kid needs help. Don't just stand there! Help
poor Junior save his father!
>> Getting Started
1. Insert the Donkey Kong Junior cartridge into
your Atari 7800 as explained
in your Owner's Manual.
2. Plug a controller into the left controller
port for one player; plug a
second controller into the right port for two players.
3. Turn on your television; then press [Power]
to turn on your Atari
console.
4. Move controller forward or backward or press
[Select] to choose 1 or 2
players.
5. Move controller left or right or press [Select]
to choose a difficulty
level.
6. Press the fire button on your controller to
start the game. Junior
appears at the bottom of the first vine, ready to begin his rescue
mission.
7. Press [Pause] to pause during a game, press
it again to resume.
8. During a game, Press [Select] to return to
the title screen. Press
[Reset] to restart.
>> Moving Junior
Hold the controller so that the fire button is
in the top-left corner. The
handle directs Junior's climbing and running, and the button controls
his
jumping.
Climbing and Sliding
Move the controller lever up to help the little
ape climb up vines or chains;
move it down to help him slide down. Junior can climb up two vines
or chains
faster than he can climb one. But he'll slide down one vine or
chain faster
than he'll slide down two. Junior can't climb through platforms.
Swinging Through the Jungle
Move the controller directional level left or
right to position the little
ape on the side of the vine or chain closest to his destination;
then move
the directional level again toward the adjoining vine or chain.
Jumping
Press the fire button to make Junior jump in place
while standing. Press the
button while Junior is running to make him jump in the direction
he's facing.
To move from a vine or a chain onto a platform, move the directional
level in
the direction of the platform. Junior must be on an adjoining
vine or chain
and above the platform before he can move onto it.
>> Playing the Game
The game begins with three Juniors. The first
Junior begins "Operation
Rescue" by climbing the vine just above him. He can't climb
through a
platform, so move him around to the left, and then continue climbing.
Guide
Junior through the jungle and up toward the key.
If you manage to reach the key, Junior's on his
way to freeing Papa. But you
avoid the Snapjaws at all costs. When you reach the highest platform,
continue to avoid the Snapjaws, and go for the key.
You'll lose Junior if he falls off a vine or is
caught by the Snapjaws.
You'll also lose Junior if he jumps off a platform, misses a vine,
and falls.
While you're working your way upward, a bonus
timer is counting down. If you
reach the key, the number in the bonus timer is added to your
score. But time
can work against you. If you don't capture the key before the
timer runs out.
Junior is a goner.
If Junior captures the key, he moves on to the
springboard screen. He must
avoid the pesky birds and the Nitpicks on his way to the top.
Mario's hideout is next, where you must dash across
coils and climb more
vines to reach the hanging vine at the top. To avoid the globes
and sparks,
jump over them and keep moving toward Papa.
On the Chains screen, Junior must push six keys
into the locks at the top
while avoiding Nitpickers and Snapjaws.
As long as there are Juniors remaining, you will
return to the jungle and
start your mission all over again. The Snapjaws and Nitpickers
make things
even tougher than they did before. The game is over if you lose
the last
Junior during the rescue missions.
>> Scoring
Your score and lives remaining appear at the top
of the screen.
Push a key into a lock. . . . . . . . . . . .200
points
Jump over Nitpicker, spark, or globe. . . . .100 points
Drop a fruit. . . . . . . . . . . . . . . . .400 points
Hit 1st object with fruit . . . . . . . . . .800 points
Hit 2nd object with fruit . . . . . . . . .1,200 points
Hit 3rd object with fruit . . . . . . . . .1,600 points
Extra life at . . . . . . . . . . . . . . 20,000 points
Copyright © 1988, Nintendo of America Inc.
All rights reserved.
Copyright © 1988, Atari Corporation, Sunnyvale,
CA 94086. All rights
reserved.
Printed in Hong Kong. B. T. 8. 1988 C300018-049
Rev A.
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