Donkey Kong Jr.
DKジュニア
- Year
- 1982
- Developer
- Nintendo
- Publisher
- Nintendo
- Platform
- Arcade
- Hardware
- Nintendo arcade hardware
- Genre
- Platformer
- Players
- 1-2 players (alternating)
- Controls
- 2-way joystick + jump button
- Series
- Donkey Kong series

Gameplay Screenshots




About This Game
Donkey Kong Jr. is the only game in which Mario is the villain. Shigeru Miyamoto designed it as a direct sequel to Donkey Kong, and it reverses the premise: the ape is now in a cage, and you play his son climbing through four screens to free him.
The movement is entirely vertical. You climb vines, chains and wires, and the key mechanical idea is that you can hold two of them at once - gripping a vine on each side lets you move between them, which is how you dodge the enemies that come down the same route. Jumps sit between the climbing sections, and the enemies (Snapjaws, Nitpickers and the electric push-buttons Mario controls) each have a distinct rule rather than a shared shape. The four screens escalate from a simple vine climb to a final chain-and-spring ascent, and completing them frees the ape and restarts the whole thing faster. Nintendo released it the year after Donkey Kong, and it is the game in which Mario - then still Jumpman - first got his name on screen, painted on the cage.
- Mario appears as the antagonist for the only time
- Grip two vines at once to move between them
- Enemies with individual rules rather than shared patterns
- Four screens ending in a chain-and-spring ascent
Version History
- Arcade original (Japan)1982-06
Nintendo's original release, the version on this page.
- Arcade (North America)1982
Nintendo of America's release with the same gameplay.
- Famicom / NES1983 / 1986
The home conversion, one of the Famicom launch titles.
Cheats & Secrets
DIP switches / service menuLives, bonus life score and difficultyNintendo operator switches; the usual home adjustments apply.
Jump between two vinesThe fastest way to cross a gapHolding one vine on each side and jumping is faster than climbing down and back up, and it is the skill the late screens assume.
Tips & Strategy
Hold two vines, not one
Gripping one vine on each side gives you the sideways freedom the game expects. Climbing a single vine leaves you exposed.
Do not grab a vine with an enemy on it
Snapjaws descend the same vines. Waiting a second beats losing a life.
Use the fruit as a weapon
The fruit pickups at the top of each screen drop when touched and kill enemies below. Dropping them onto a crowd is free.
Learn the electric push-buttons
Mario can hit them to electrify a wire. Knowing which are live and when is the whole defence on the later screens.
Download Resources
Resource packs for this game are provided through the button below.
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