Donkey Kong Classics
by: Libersoft Corp. • 1
Winning the game requires patience and the ability to accurately time the hero's ascent. In addition to presenting the goal of saving Pauline, the game also gives the player a score.
Points are awarded for the following: leaping over obstacles; destroying objects with a hammer power-up; collecting items such as hats, parasols, and purses (presumably belonging to Pauline); removing rivets from platforms; and completing each stage (determined by a steadily decreasing bonus counter). The player typically receives three lives with a bonus awarded for the first 7,000 points.
One life is lost whenever the hero touches any enemy object, falls too far through a gap or off the end of a platform, or lets the bonus counter reach zero.
Barrel - Donkey Kong throws it in Level 1. Makes the hero flat.
Fire Ball - After the barrel goes into the oil barrel, It turns into the Fire ball.
Spring - Donkey Kong throws the Spring in Level 2. Fire Snake Scene in Level 3.
Jumping over obsticles - Worth 100 points.
Hammer - Use to hit the obstacles (Worth 500 points).
Note: You cannot jump while using this item.
Umbrella - Worth 800 points.
Handbag - Worth 800 points.
[Donkey Kong Jr.]
There are a total of four stages, each with a unique theme. DK Jr. can run left and right, jump, and grab vines/chains/ropes to climb higher on the screen. He can slide down faster by holding only one vine, or climb faster by holding two. Enemies include "Snapjaws," which resemble bear traps with eyes; bird-like creatures called "Nitpickers," some of which can attack by dropping eggs; and "Sparks" that roam across the wiring in one of the hideouts. DK Jr. can jump over these enemies while on platforms, switch from one vine/chain/rope to another to dodge them, or knock down pieces of fruit that will destroy every enemy they touch before falling off the bottom of the screen.
To pass the first three stages, DK Jr. must reach the key hanging next to his father's cage, whereupon the bad guy flees while pushing it off the screen. In the fourth stage, DK Jr. must push six keys into locks on the topmost platform to free Donkey Kong. After a brief cutscene, the player is taken back to the first stage at an increased difficulty. A bonus timer runs throughout each stage, and any points remaining on it are added to the player's score upon completion.
DK Jr. loses a life when he touches any enemy or projectile, falls too great a distance, or falls off the bottom of the screen. Additionally, he loses a life if the bonus timer counts down to zero. The game ends when the player loses all of his or her lives.
Banana - Drops the Enemies for 800 points.
Apple - Drops the Enemies for 500 points.
Pineapples - Drops the Enemies for 100 points.
Have fun !
* Notice: This game doesn't support Android 8.0+