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Nintendo Playing with Power eGuide Donkey Kong Jr.

Recommended Tactics

General Tips

When Junior is gripping two vines at once, he can climb upward at a much faster pace. However, he descends much faster when he’s gripping a single vine.

While Junior is reaching away from a vine, he can’t climb or descend.

It takes longer for Junior to walk across floors or platforms than it does to move across a row of closely grouped vines.

Junior is an impressive climber, but he can fall only a short distance without taking damage. Make sure a drop is safe before allowing Junior to step over a ledge or let go of a vine.

Round 1

This round takes place on a good mix of vines and platforms. You find a couple of red Snapjaws patrolling the area, but expect to encounter many more enemies. During your time in Round 1, Mario releases blue Snapjaws into the area—each crack of Mario’s whip signals the appearance of a new enemy, so stay alert as you make your way up to the key.

When the round starts, climb up the vines above your starting position. Try to utilize both vines (for a faster climb), but be prepared to move away from incoming Snapjaws.

If possible, climb up to the platform at Point B—this makes it much easier to claim the first two pieces of fruit. Move to the right and jump across to the next vine.

Slide down to the island at Point C, then jump across the islands to the right. Grab the first free vine (the ideal vine varies based on Snapjaw positions). Once you’ve latched on, use the vines to claim the remaining fruit as you make your way up to Mario’s floor.

As you move between vines, watch for newly summoned enemies. It’s not always easy to predict which vine a Snapjaw will choose, so avoid lingering too close to Mario’s floor. Leave enough space to react to a descending Snapjaw.

You need a bit of space to clear the step at Point E. Remember to jump during your approach—a late jump will simply cause you to bounce off the step. Once you’ve overcome this obstacle, hop over any newly summoned Snapjaws on your way to the key.

Round 2

This round features chains instead of vines, but it also includes a couple of unique elements. In addition to a jump-boosting springboard and some moving islands, you also find two retracting grips attached to a long cable. Time each jump to make sure your intended foothold is in place when you land, and watch out for the Nitpickers Mario sends your way. Each time one of these pesky birds is summoned, it swoops down through the gap in the top floor and flies to the left. Don’t think that staying low will keep you safe—these Nitpickers can drop eggs as they fly!

You can save a lot of time by utilizing the springboard at Point A.When the round starts, move near the springboard and watch the moving island to the right. Jump onto the springboard as the island approaches, and then jump again just before the springboard launches you into the air. With proper timing, this spring-assisted high jump should carry you straight to the moving island.

From the moving island, jump onto the leftmost retracting grip—just make sure that the grip is both in range and extended before you try to grab it. Ride back to the left and climb onto the chain near the end of the line.

After a Nitpicker swoops through the gap, it flies to the left at a random elevation. Climb up and down the chains to avoid these enemies—just remember that the closer you get to the gap, the less time you have to react to an incoming Nitpicker.

Use the chains along the screen’s right edge to climb up to Mario’s floor. Hop over the gap and make your way to the chain just past the key. As you do, jump over any Nitpickers Mario sends your way.

Round 3

Round 3 features four long platforms stacked between two sets of vine-like wires. You must follow a serpentine path to the key, moving back and forth across the screen as you make your way toward Mario’s platform, while encountering some electrifying enemies. There’s a red Spark circling each platform, and blue Sparks enter the fray each time Mario pulls his lever. Pay special attention to the dotted lines that run between platforms; blue Sparks can move along these marked paths.

Because there’s really only one path to the key, enemy positions will dictate when you should move from the safety of a wire. Always make sure your landing spot is clear of Sparks before you move onto a platform.

Leaping over enemies is often necessary, and it’s a great way to earn a few extra points. However, before you jump over an approaching Spark, check the area directly above you. If jumping will send you into an overhead enemy, you might have to make a momentary retreat.

Grip both wires during each climb. The faster you reach the key, the more bonus points you’ll receive!

The platform just below Mario’s floor can be tricky. You must pass through four marked paths, and there’s no way to tell which one a newly summoned blue Spark might choose. Time your approach to ensure that you’re able to slip under (or jump over) any approaching Sparks. Once you reach the last set of wires, climb up and jump over any incoming Sparks on your way to claim the key.

Round 4

Instead of reaching a key, the fourth round tasks you with using keys to unlock Donkey Kong’s cage. Climb under the keys to push them up toward their locks; click all six keys in place to free Donkey Kong. Of course, this seemingly simple goal is complicated by some red Snapjaws and a series of large Nitpickers. Be careful! Once Mario summons a Nitpicker, it flies back and forth across the screen, dropping a bit lower with each turn.

When the round starts, jump onto the chain directly above you and begin pushing the first key toward its lock. Remember that climbing upward is always faster while you’re gripping two chains at once. This also makes it easier to collect the first piece of hanging fruit. Depending on your chosen difficulty and/or current loop, you should be able to get the first key in place before a single Nitpicker reaches your location.

When two keys are on adjacent chains, try to push both of them into their locks at the same time. If an approaching Nitpicker forces you to descend, release your grip from one chain just long enough to slide out of danger.

Patrolling Snapjaws can also force you to abandon a key mid-climb. When this happens, it’s usually best to simply wait for the Snapjaw to move past you, and then resume climbing both chains.

As you deal with the last key, keep a watchful eye on swooping Nitpickers. By the time they turn toward you, you won’t have much time to react. Be ready to move!

Place all six keys into their locks to free Donkey Kong from his cage, conquer Round 4, and begin the next loop of the game.