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Installation Guide | Double Donkey Kong Remix Multigame Free Play and High Score Save Kit

Installation Guide | Double Donkey Kong Remix Multigame Free Play and High Score Save Kit
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    Double Donkey Kong Remix Installation Guide... more
Product information "Installation Guide | Double Donkey Kong Remix Multigame Free Play and High Score Save Kit"

 

 

Double Donkey Kong Remix Installation Guide

https://highscoresave.com/

 ddk_remix_high_score_save_kit_multigame_2_highscoresaves5AOpFJTkAyVE1

Steps for a successful install of your online or offline high score save kit -

·       Ensure your gameboard is working 100% before installing kit

·       Ensure power to game is off before removing your gameboard from  cabinet

·       Label any connectors that you will be disconnecting. This will make reinstalling easier once kit is on gameboard

·       Note which way your connectors/cables are on. (We suggest taking pictures to help you remember!)

·       Work in a well-lit area on your workbench

 

 

 

Please note – you will need a z80 to install on this kit. There is an option to purchase in the drop downs of the product page when you order. Or you can use an existing one have. 

 

Overview –

Double Donkey Kong Remix Installation Instructions

The Double Donkey Kong Remix kit has been specifically created to be used with a Double Donkey Kong

PCB. With it installed, it expands the available games to include Donkey Kong, Donkey Kong Junior,

Donkey Kong Remix, Donkey Kong Junior Remix, Donkey Kong Deranged, Donkey Kong Trainer and

Donkey Kong with Pace calculation.

This kit may also be installed into regular Donkey Kong or Donkey Kong Junior PCBs but only the

respective gam es from their respective PCB types may be played (Donkey Kong, Donkey Kong Remix,

etc... on a Donkey Kong PCB. Donkey Kong Junior and Donkey Kong Junior Remix on a Donkey Kong

Junior PCB.)

This kit also adds high score retention, optional free play mode

and individual settings for each game.

Double Donkey Kong Remix Installation Instructions:

Locate the Z80A

CPU chip on the Double Donkey Kong PCB. The Z80 is one of the 3 large chips on the

top board of the main PCB set. The Z80 socket has 7C marked in silk screened print next to it. With the

power turned off carefully remove the Z80 chip from it's socket. If there is a high score kit installed,

carefully remove the kit from the Z80 socket and remove the Z80 chip from the kit. On a DDK high score

kit there is also a separate select wire connected to the kit. Clip or desolder this wire. This select wire will

need to be connected to the DDK Remix kit. There is a length of wire with a small connector at one end

supplied with the DDK Remix kit. Solder the two ends of wire to each other and cover the exposed section

of wire with shrink tubing or electrical tape. If soldering is not practical or possible, twisting the two

exposed ends of wire together should also be sufficient.

Carefully insert the Z80

chip into the empty socket on the DDK Remix kit. Take note to place the chip in

the correct orientation and also please leave the protective foam on the bottom of the Remix kit to protect the

header pins from being bent while handled. There should be an indentation or marking on the Z80 chip to

indicate which side Pin 1 is on. On the DDK Remix PCB there is a round marking in the silk screen outline

around the socket and also a printed asterisk (*) to indicate where pin 1 is on the socket.

Once the Z80 CP

U has been inserted into the DDK Remix kit, the kit can be plugged into the empty Z80

socket on the DDK PCB. Make sure to orient the DDK Remix kit so that Pin 1 lines up with Pin 1 of the

socket on the main DDK PCB. The chips on the DDK PCB and the DDK Remix kit should have their

lettering/markings oriented in the same directions. Gently press down on the kit until it's seated in the main

socket. It should not be difficult to push in and care should be taken to ensure that the kit stays level while

be ing pushed into the socket as the header pins can break if they are bent.

Connect the select wire to the DDK Remix kit. There is a single pin on the top of the DDK Remix kit where

the connector at the end of the select wire will fit into. The select wire does not need to be connected when

this kit is being used with a normal DK or DK Junior PCB. It is only necessary when being installed into a

Double Donkey Kong PCB.

Installation is now complete and the game is ready to be powered up.

The first time th

The first time the board is powered up the DDK Remix kit will boot into the Service Menu. If the game boots without e board is powered up the DDK Remix kit will boot into the Service Menu. If the game boots without first going into the Service Menu you can enter the Service Menu by holding the Service Switch down first going into the Service Menu you can enter the Service Menu by holding the Service Switch down whilewhile power is power is turned on. This may require two people, turned on. This may require two people, one to turn the power on while the other holds the Service Switch down. If one to turn the power on while the other holds the Service Switch down. If your cabinet does not have a Service Switch it is also possible to enter the service menu by holding both 1P and 2P your cabinet does not have a Service Switch it is also possible to enter the service menu by holding both 1P and 2P buttons down while power is applied (if this feature is enabled buttons down while power is applied (if this feature is enabled in the menu.)in the menu.)

Hardware and game settings can be chosen within the menu. Once your preferred settings have been chosen select

Hardware and game settings can be chosen within the menu. Once your preferred settings have been chosen select “Save And Exit” and press the “Jump” button to save the settings. The selected default game will then start. On “Save And Exit” and press the “Jump” button to save the settings. The selected default game will then start. On subsequent powersubsequent power--ups the default game will automatically start without first going into the Service Menu.ups the default game will automatically start without first going into the Service Menu.

Double Donkey Kong Remix Service Menu Instructions:

Double Donkey Kong Remix Service Menu Instructions:

Power

Power--On Game:On Game: Sets which Donkey Kong game will start up with when powered on. Please make sure to select a Sets which Donkey Kong game will start up with when powered on. Please make sure to select a game type that is compatible with your main PCB. (eg: Donkey Kong Junior will not play on a Donkey Kong PCB or game type that is compatible with your main PCB. (eg: Donkey Kong Junior will not play on a Donkey Kong PCB or vicevice--versa)versa)

Settings Menu:

Settings Menu: Selects the method tSelects the method to get back into the Service Menu. “Hold P1o get back into the Service Menu. “Hold P1--P2” enables the Service Menu to P2” enables the Service Menu to be entered when the P1+P2 Start buttons are held down during power up. If the game will be in a public location it is be entered when the P1+P2 Start buttons are held down during power up. If the game will be in a public location it is preferable to select “Service SW” so that only the operator mpreferable to select “Service SW” so that only the operator may enter the Service Menu to change settings. Holding ay enter the Service Menu to change settings. Holding the Service Switch down during power up will enter the menu if either option is selected.the Service Switch down during power up will enter the menu if either option is selected.

Game Switch:

Game Switch: Enables switching between the different games while the cabinet is powered up. Games can be Enables switching between the different games while the cabinet is powered up. Games can be switswitched by holding the “Jump” button depressed for 3 seconds while a game is in it's attract mode. If game switching ched by holding the “Jump” button depressed for 3 seconds while a game is in it's attract mode. If game switching is disabled only the default poweris disabled only the default power--on game will be playable. “All Games” allows all games to be selectable (when on game will be playable. “All Games” allows all games to be selectable (when used with a DDK PCB). “DK used with a DDK PCB). “DK Games” allows switching between Donkey Kong games only and “DKJr Games” Games” allows switching between Donkey Kong games only and “DKJr Games” allows Donkey Kong Junior games only. allows Donkey Kong Junior games only.

Coinage:

Coinage: Sets the coin(s) per play(s) setting. There is also a freeSets the coin(s) per play(s) setting. There is also a free--play option. All games will share the same coinage play option. All games will share the same coinage settings, except Donksettings, except Donkey Kong Trainer and Donkey Kong Pace which are always freeey Kong Trainer and Donkey Kong Pace which are always free--play.play.

Save Scores:

Save Scores: All, 1All, 1stst Only or None. Selects the number of entries of the high score table that will be retained Only or None. Selects the number of entries of the high score table that will be retained between power cycles. This setting is applied to all versions of Donkey Kbetween power cycles. This setting is applied to all versions of Donkey Kong games. Each game retains its own ong games. Each game retains its own unique saved scores.unique saved scores.

Erase Scores:

Erase Scores: Selecting this option (twice to confirm) will erase all saved scores once “Save And Exit” is selected. Selecting this option (twice to confirm) will erase all saved scores once “Save And Exit” is selected. If this option was accidentally selected please turn the power off without If this option was accidentally selected please turn the power off without selecting “Save And Exit” and the saved selecting “Save And Exit” and the saved scores will not be cleared.scores will not be cleared.

Lives:

Lives: Selects the number of lives that each individual game will begin with.Selects the number of lives that each individual game will begin with.

Bonus At:

Bonus At: Selects the point value at which additional lives will be awarded. In Donkey Kong Remix and DonkeSelects the point value at which additional lives will be awarded. In Donkey Kong Remix and Donkey y Kong Junior Remix it is also possible to earn more than one bonus life in a game (eg: additional lives after every Kong Junior Remix it is also possible to earn more than one bonus life in a game (eg: additional lives after every additional 150,000 points beyond the initial bonus life.)additional 150,000 points beyond the initial bonus life.)

Difficulty:

Difficulty: Donkey Kong Remix has a an additional difficulty setting. When set Donkey Kong Remix has a an additional difficulty setting. When set to “Hard” the internal difficulty will to “Hard” the internal difficulty will keep increasing beyond it's usual limit at higher levels.keep increasing beyond it's usual limit at higher levels.

Trainer

Trainer--Pace:Pace: When this option is enabled switching to Donkey Kong Trainer and Donkey Kong with Pace is When this option is enabled switching to Donkey Kong Trainer and Donkey Kong with Pace is allowed from Donkey Kong's attract mode. To switch tallowed from Donkey Kong's attract mode. To switch to Donkey Kong Pace from within Donkey Kong, hold the o Donkey Kong Pace from within Donkey Kong, hold the jump button down while also pushing up on the joystick. To switch to Donkey Kong Trainer, hold the jump button jump button down while also pushing up on the joystick. To switch to Donkey Kong Trainer, hold the jump button down while also pushing down on the joystick.down while also pushing down on the joystick.

Save And Exit:

Save And Exit: Saves the selected settings, Saves the selected settings, Exits the service menu and starts up the default selected powerExits the service menu and starts up the default selected power--on game.on game.

Donkey Kong Trainer and Donkey Kong Pace Instructions:

Donkey Kong Trainer and Donkey Kong Pace Instructions:

To switch to DK Trainer or DK Pace while your cabinet is operating, first switch to original Donkey Kong. While Donkey Kong

To switch to DK Trainer or DK Pace while your cabinet is operating, first switch to original Donkey Kong. While Donkey Kong is is in attract (demo) mode, hold the “Jump” button down for 4 seconds while also pushing “Up” or “Down” on the joystick.in attract (demo) mode, hold the “Jump” button down for 4 seconds while also pushing “Up” or “Down” on the joystick.

If the joystick was pushed “Up”, DK Pace will boot up. If the joystick was pushed “Down”, DK Trainer will boot up. To swit

If the joystick was pushed “Up”, DK Pace will boot up. If the joystick was pushed “Down”, DK Trainer will boot up. To switch ch back to oriback to original Donkey Kong, hold the “Jump” button down for 4 seconds.ginal Donkey Kong, hold the “Jump” button down for 4 seconds.

Both DK Trainer and DK Pace operate only at Free Play, one player and 3 lives settings.

Both DK Trainer and DK Pace operate only at Free Play, one player and 3 lives settings.

Donkey Kong Trainer button controls:

Donkey Kong Trainer button controls:

Push the One Player button to start a game.

Push the One Player button to start a game.

To warp to Level 5, Push

To warp to Level 5, Push and hold the One Player button down for one second while Donkey Kong is still climbing the ladder in and hold the One Player button down for one second while Donkey Kong is still climbing the ladder in the introduction sequence.the introduction sequence.

While a game is being played, each

While a game is being played, each quick tapquick tap of the One Player button will reduce the game speed by 10%. (Reducing the speed of the One Player button will reduce the game speed by 10%. (Reducing the speed tto 0% pauses the game.) Each slightly o 0% pauses the game.) Each slightly longer taplonger tap of the One Player button will increase the game speed by 10% (to a maximum of the One Player button will increase the game speed by 10% (to a maximum of 150% play speed.) Holding the One Player button for one second or more before releasing it will restore game speed to 100of 150% play speed.) Holding the One Player button for one second or more before releasing it will restore game speed to 100%.%.

A

A qquick tapuick tap of the Two Player button will reset and restart the current screen/stage. A stage may even be restarted while a death of the Two Player button will reset and restart the current screen/stage. A stage may even be restarted while a death animation is inanimation is in--progress, effectively an “undo” button. A progress, effectively an “undo” button. A longer taplonger tap of the Two Player button can be used to skip the current of the Two Player button can be used to skip the current screen/stage and move on to the next stage. Holding the Two Player button for two seconds or more before releasing it will screen/stage and move on to the next stage. Holding the Two Player button for two seconds or more before releasing it will quit a quit a game in progress and return to DK’s attract mode.game in progress and return to DK’s attract mode.

Graphical indicators in Donkey Kong Trainer:

Graphical indicators in Donkey Kong Trainer:

At any time, if a Coin is ins

At any time, if a Coin is inserted, it will toggle onerted, it will toggle on--screen sprite indicators on or off. These indicators are small dot sprites screen sprite indicators on or off. These indicators are small dot sprites appearing near various inappearing near various in--game characters. The two dots near Jumpman show how far left or right jumps will travel. The dots game characters. The two dots near Jumpman show how far left or right jumps will travel. The dots near Fireballs/Firefoxes indnear Fireballs/Firefoxes indicate at which points the Fireballs/Firefoxes may decide to reverse directions. The dots preceding icate at which points the Fireballs/Firefoxes may decide to reverse directions. The dots preceding Springs show an advance warning of their trajectories. Some “pies” will be colored blue Springs show an advance warning of their trajectories. Some “pies” will be colored blue –– this is to visually indicate a scoring this is to visually indicate a scoring bug in the original Donkeybug in the original Donkey Kong (these pies will only ever score 300 points when smashed by a hammer.)Kong (these pies will only ever score 300 points when smashed by a hammer.)

Numerical indicators in Donkey Kong Trainer:

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.

Below the player’s score, DK trainer also displays how many points were scored on the current screen/stage.

While playing a rivets sta

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 ge, 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 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 springs are released by released by Kong.Kong.

In the top/center of the screen is the

In the top/center of the screen is the PACEPACE indicator. Pace updates after every screen is played. Pace is an estimation of the 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 screpoints a player’s game will score upon reaching the kill screen. Because Donkey Kong is a game with a set number of screens, ens, the more points a player earns per screen the higher the pace will be.the more points a player earns per screen the higher the pace will be.

In the top/right corner of the screen,

In the top/right corner of the screen, SPDSPD ###### indicates the speed the game is running at (100 is normal speed).indicates the speed the game is running at (100 is normal speed).

Below that,

Below that, J=#####J=##### shows how many points were earned from jumping shows how many points were earned from jumping over objects this screen.over objects this screen.

H=#####

H=##### shows how many points where earned from the previous/current hammer.shows how many points where earned from the previous/current hammer.

D=##

D=## #### shows the current internal difficulty and the number of seconds until the next difficulty increase.shows the current internal difficulty and the number of seconds until the next difficulty increase.

H=#.#

H=#.# shows how much time is left on the hammshows how much time is left on the hammer (in seconds and milliseconds.)er (in seconds and milliseconds.)

S=#.#

S=#.# shows the Fireball/Firefox spawn timer. Fireballs may spawn when this timer displays shows the Fireball/Firefox spawn timer. Fireballs may spawn when this timer displays S=0.0S=0.0..

Pace chart in Donkey Kong Trainer and Donkey Kong Pace:

Pace chart in Donkey Kong Trainer and Donkey Kong Pace:

Between stages, a pace chart is displayed. On the left side is displayed the list of game levels 1

Between stages, a pace chart is displayed. On the left side is displayed the list of game levels 1--222 and beside that will be 2 and beside that will be displayed the accumulated score earned in each level. If the player loses a life, it shows how many points were earned on tdisplayed the accumulated score earned in each level. If the player loses a life, it shows how many points were earned on that hat screen before death (along with an abbreviation of stage type.)screen before death (along with an abbreviation of stage type.)

On the right side is displayed the

 

On the right side is displayed the scores reached at the end of each level, as well as predicted scores (based on how the game has scores reached at the end of each level, as well as predicted scores (based on how the game has scored so far.) Actual scores are displayed in white and predicted scores are in orange.scored so far.) Actual scores are displayed in white and predicted scores are in orange

 

 

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