For better or for worse, Donkey Kong Jr. is a product of its time.
If you’ve played Donkey Kong (and you probably have) then the general flow of Donkey Kong Jr. will be familiar to you. This time, Mario is the villain and Donkey Kong is the kidnapped victim. You play as Donkey Kong Jr., and have to climb to the top of four different single-screen stages to rescue your dad, even though he’s kind of a jerk and probably deserves to be kept in a cage anyway.
Jr. moves differently from Mario. Instead of climbing ladders, Jr. climbs vines. This is what sets Donkey Kong Jr. apart from its predecessor. Jr. can climb either one or two vines at a time. If he’s holding two vines, he can ascend quickly but will descend slowly. The opposite is true when he’s only holding one vine. Instead of swinging a hammer around, Jr. defeats enemies by dropping fruit on them. If he touches a piece of fruit, it will drop to the bottom of the screen, crushing every enemy it touches on the way down. While this won’t give you the feeling of pure power that the hammer brought in Donkey Kong, it’s a bit trickier and more satisfying to pull off, and it keeps the game flowing smoothly. (Once you picked up a hammer in Donkey Kong, there wasn’t much you could do besides smash things until the effect of the power up wore off.)
Like many games of the era, Donkey Kong Jr. may not control quite the way you’d expect it to from the description. For one thing, you have zero aerial control. Once your feet have left the ground, your fate is sealed. The lack of a run button means all forward jumps are exactly the same. There’s no running start. Moving from vine to vine can also feel a little awkward when those vines are moving. Jr.’s hand needs to be in a very specific spot when you release your current vine, or you’ll likely fall to your death. These things are not necessarily bad, but they take some getting used to after 30 years of platformers that have allowed us to defy the laws of physics.
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Staff review by Rhody Tobin (September 19, 2012)
Rhody likes to press the keys on his keyboard. Sometimes the resulting letters form strings of words that kind of make sense when you think about them for a moment. Most times they're just random gibberish that should be ignored. Ball-peen wobble glurk. |
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