Donkey Kong Jr. Math (NES) Operations Exercise 3 ([ ][ ][ ][ ]+[ ][ ][ ][ ])
The Operations Exercise mode is a bit different. You have nine choices of calculations to test yourself with, and points are based on how fast you can punch in the answer. This mode feels kind of rushed and unfair. How you punch in the numbers isn't very intuitive, and it seems nearly impossible to get maximum points. I wonder if they even took the time it takes for you to run over to the first digit vine into account before the points earned start to drop?
This is the third of the nine selectable calculations. Adding two four digit numbers together. It's still pretty easy, but here's where the unintuitive controls started to become a hinderance. You want to complete these problems as fast as possible to get the most score, so you mostly keep your eyes on the problem the whole time. However, just because Donkey Kong Jr. moves or makes a sound effect doesn't actually mean the number has changed. You may find that one of your inputs is one off from the one you actually meant to enter.