Donkey Kong Jr.
The playable character, who climbs, jumps, and collects numbers and operators to solve arithmetic problems.
Documented for this version
Arrow UpArrow DownArrow LeftArrow Right | Move and climb Use the directional pad to move across platforms and vines. |
|---|---|
A | Jump Jump to reach platforms and avoid hazards. |
Start | Start or pause Used to begin play and pause the game. |
The game uses arithmetic panels and operators as part of its solving system.
Button functions can vary by screen or mode.
How it plays
The game is viewed from a fixed side-on perspective. Donkey Kong Jr. climbs vines, jumps between platforms, and touches numbered panels or operators to build an equation that reaches the target value.
Modes focus on arithmetic exercises and competitive problem solving. Players must select useful values in the correct order while avoiding hazards and managing movement. Success advances the exercise or awards points; the game emphasizes accuracy and speed rather than a conventional story campaign.
Plan your run
Read the target before moving and plan the needed equation in advance. Favor short, easy-to-track routes through the number panels, and avoid collecting a value that makes the remaining arithmetic impossible.
In two-player play, prioritize accuracy over risky jumps. Memorizing the locations of useful numbers and operators helps reduce movement mistakes.
Meet the cast
The playable character, who climbs, jumps, and collects numbers and operators to solve arithmetic problems.
Donkey Kong Jr.'s father, who appears as the captive character in the game's familiar setup.
Before you begin
Plan the equation before touching the first panel.
Use the simplest valid combination of numbers and operators.
In competitive play, avoid unnecessary jumps and prioritize reliable routes.
Donkey Kong Jr. Math is an educational puzzle-platform game developed by Nintendo R&D1 and published by Nintendo for the Nintendo Entertainment System. It uses Donkey Kong Jr. as the player character, turning basic arithmetic into a series of climbing and collecting challenges. Players move through screens filled with numbered panels and mathematical symbols, then assemble equations that match a displayed target. Single-player and two-player options provide structured exercises and competitive play. Its unusual combination of licensed characters, platform movement, and schoolwork made it one of the NES library's more distinctive early experiments, although contemporary reception was generally modest.
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