Some of the trainer's features include -
- Begin gameplay at level 5, if you so choose.
- Replay the same screen over and over to practice and perfect gameplay.
- You can skip a screen or stage.
- You can speed up or slowdown gameplay in 10% increments.
- Built-in Pace calculator.
- Tallies points on a screen by screen basis.
- On-screen visual indicators of DK game logic.
- Indicators for time left on hammer, time til next internal difficulty increase etc...
- Indicators for fireball/firefox decision points.
- Spring type indicators etc...
This plug and play kit will allow you to play five varations of Donkey Kong:
- Donkey Kong
- Donkey Kong Remix
- Donkey Kong Deranged Edition
- Donkey Kong Trainer
- Donkey Kong PACE
- Six new stages, three new bonus stages plus the original four stages
- Many of the stages have several variations during the progression of the game
- New and remixed gameplay mechanics including:Optional free-play or coin op modes in all Donkey Kong games
- Ability to jump with Blue hammers
- Falling girders on the new Rivets stages that can crush Firefoxes
- Reversible elevators in the 3rd. Rivets stage
- Spring mechanic to cycle barrels back to the top of the new "funnel" barrel stage
- A new bouncier barrel type starts appearing on level four and beyond
- A new kill screen that cranks things up for an exiting finish
- Ability to earn additional Jumpmen every 150000, 250000 or 350000 points
- Optional "Hard Mode" for an extra challenge
- Adds option to save 0, 1 or 5 top scores in all Donkey Kong games
- Ability for each Donkey Kong game to have unique dip switch settings
- Ability to select boot up game and switch between games without powering off
- Uses your on-board game ROMs to play Donkey Kong
- Compatible with both U.S. and Japanese Donkey Kong releases
- Does not use modified DK ROMs to add high score save and free-play mode
Compatible with D2K multigame kit. Have both kits installed at the same time on your Donkey Kong board!
- Internal difficulty goes beyond level five
- Several new types of Wild Barrels
- Up to eight fireballs/firefoxes at once at later levels
- Fireballs, conveyors and elevators can reach faster speeds
- Spawn rates and barrel release rates go beyond higher levels
- New Kill Screen that goes all out to make an exiting finish
Donkey Kong PACE
How to switch between Games/Trainer -
Normally, you switch between games by pressing and holding the jump button.
DK Trainer & DK Pace take one extra step...
- When DK is already booted, hold the joystick in the down position while pressing the jump button to get to DK Trainer.
- To get to DK with Pace, hold the joystick in the up position while pressing the jump button.
Here's what you get so far... during gameplay,
On the left side of the screen:
-Your score (total)
-Your score (on this board)
-Total points that could be earned leeching kong in the time that is left (appears on rivets board only)
-High score (I'll replace this with a Pace display in the future)
On the right side of the screen:
-Game speed (currently selectable between 20% and 150%)
-Points earned from jumps (on this board)
-Points earned from hammer smashes (on this board)
-Internal difficulty indicator, plus time in seconds till the internal difficulty goes to the next level.
-Hammer time left (in seconds and milliseconds, when hammer is active)
-Time till next fireball/firefox spawn interval (seconds/milliseconds, on rivets and pies only)
-Scrolling spring I.D. display (on springs only)
-Indicator for pie spawn cycle (on pies only)
-"always 300 points" Pies are indicated by their blue color (on pies only)
And... The 1P and 2P start buttons can be used to control these features,
-quick tap sets the game speed 10% slower per tap
-slower tap sets the game speed 10% faster
-hold down (for over a second) and let go sets the speed back to normal (100%)
-quick tap resets the board. No lives lost. Your score is restored to what it was before you started the board. You can use this to retry the board as many times as you like, restart if you mess up a move, or just want to practice something over and over.
-slower tap skips the board. Whatever is on the bonus timer gets added to your score and you move to the next board as if you completed it. You can tap slow taps during the "How High" screen to keep skipping till you get to lets say 5-1.
-hold down (for at least 3 seconds) and let go. Quit back to attract mode.
The idea here is that you can play a game as if it were a normal DK game, but it allows you to retry stages if something didn't work out. Only the last play on a board will count - this would allow you to judge what your score would be if no mistakes ever happened, etc...
For practice play, the speed controls will allow you to try pixel-perfect moves at slow speed to work out the timing, then speed it up incrementally until you can do it in real-time. For reaction time training, speed the game up >100% and play and then when you go back down to regular speed it'll be easier to manage.
High score table removed. High scores are pointless in a trainer/practice version of DK anyway. Also, removed the 2 player option.
Numerical indicators in Donkey Kong Trainer -
- Below the player’s score, DK trainer also displays how many points were scored on the current screen/stage.
- While playing a rivets stage, below the lives indicator, it will display the number of points that may be scored in the time that is left from leeching Kong’s foot. While playing a springs stage, it will display a numerical list of the spring types as the springs are released by Kong.
- In the top/center of the screen is the PACE indicator. Pace updates after every screen is played. Pace is an estimation of the points a player’s game will score upon reaching the kill screen. Because Donkey Kong is a game with a set number of screens, the more points a player earns per screen the higher the pace will be.
- In the top/right corner of the screen, SPD### indicates the speed the game is running at (100 is normal speed).
- Below that, J=##### shows how many points were earned from jumping over objects this screen.
- H=##### shows how many points where earned from the previous/current hammer.
- D=#### shows the current internal difficulty and the number of seconds until the next difficulty increase.
- H=#.# shows how much time is left on the hammer (in seconds and milliseconds.)
- S=#.# shows the Fireball/Firefox spawn timer. Fireballs may spawn when this timer displays S=0.0.
Donkey Kong Remix
- 6 new stages, the 4 original stages plus 3 bonus stages
- Many of the stages have several variations during the progression of the game
New and remixed gameplay mechanics include -
- Ability to jump with blue hammers
- Falling girders on the new rivets stages that can squash Firefoxes below
- Reversable elevators in the 3rd rivets stage
- New spring mechanic to send barrels back to the top in the new "funnel" barrel stage
- A new bouncier barrel type starts appearing past level 4
- A new kill-screen that really goes all out to make an exciting finish
- Ability to earn additional extra Jumpmen every 150,000, 250,000 or 350,000 points
- Optional hard mode for extra challenge
Donkey Kong Deranged
- Internal difficulty goes beyond level 5
- New wild barrel types
- Up to 8 fireballs/firefoxes at once at later levels
- Fireballs, conveyors, elevators can reach faster speeds
- Spawn rates and barrel release rates go to higher levels than original DK
- New kill screen that goes all out to make an exciting finish
Works for my cabinet when stacked with D2K
I previously had the D2K kit, and thought I’d try to stack this kit with the D2K kit. I know some have encountered power supply issues when attempting this, but I was pleased to find it works in my cabinet. The Remix kit adds quite a few options. A nice addition to my cabinet!
Nice multigame kit for free play and more
I heard that this kit can be stacked with the D2K high score save kit. Is this true?
Ugh. I hear this a lot.
Can it be done? Yes.
Do you have to ensure that you have adequate power in your cabinet? Yes
These original cabs have great power supplies, they're usually still working...even after 40 years! No one would have thought that they'd be still around, yet alone kits that would add more features. Now, each kit can take an additional .1 volts to .3 volts. That is usually no issues with a single kit.
But....but....but....I want to "stack" 2 kits together!
If you stack 2 kits together, this will double the volt requirement on your 5 volt line...being approximately 10% more voltage being drawn from your power supply! Remember, this power supply is 40 years old!! So, it can cause some issues with the pcb not booting, garbage artifacts and more.
Some have had success with stacking these kits together. Some machines have not. Some have replaced the old power supply with a modern switching power supply (or recapped the old one) and have been running strong with the 2 kits stacked.
You would also need to stack these a certain way. Step one, remove the z80 on your pcb. Second, install the D2K kit in the now empty spot. Third, install the Remix kit on top of the D2K kit (correct orientation). Lastly, installl the z80 in the Remix socket.
Greetings. I’m just wondering if the DK/DK2/DKPE would work in conjunction “stacked” with the DK remix multi game kit?
This is a tricky one...
Technically, no. Pauline uses the 5 eproms we sent with your kit, or, the one ones you downloaded and burned from the product page. With those installed, which give you the Pauline char set....the Remix kit doesn't play well with them and will have strange "artifacts" on the screen when trying to play Remix....
While everything plays, it just looks weird.
Hope that makes sense