Donkey Kong JR cover art for Famicom

Famicom · 1983

Donkey Kong JR

Donkey Kong Jr. replaces barrel jumping with vine climbing, moving hazards and a rescue mission for Donkey Kong.

Gameplay guide, controls & version notes ↓

Platform
Famicom
Genre
Action
Release year
1983
Developer
Nintendo
Players
1 Player

Play Donkey Kong JR

Famicom

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Donkey Kong JR

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Control panel

Console controls

Arrow keys move · Z = controller A · X = controller B · Enter starts · V selects.

A compatible gamepad can be used after launch.

Keyboard layoutOpen / close
MOVE
Up arrowLeft arrowRight arrowDown arrow
Buttons
ZPad AXPad B

Actions for this game

Z
Jump
Arrows
Move / climb vines

Instruction reference

Default Player 1 keys are shown. If you changed them or use a gamepad, check the player’s control settings.

System: Move the pointer over the game screen to reveal the player toolbar, or tap its menu button on touch devices. Use the toolbar for save and load states, fullscreen, and control settings.

Save or load game progress

Launch the game to check save-state support.

Save progress keeps one emulator snapshot for this game on this browser. Saving again replaces that snapshot. Download a backup before clearing site data or changing devices. No account or cloud sync is provided.

Import an OLDGAMES backup on this same game page, then launch and choose Resume saved game. Older .state files use the player’s Load State menu.

Favorites bookmark this page; they do not save progress.

  1. After launching, reveal the player toolbar by moving the pointer over the game screen or tapping its menu button.
  2. Choose the save-state download option when available and keep the file.
  3. To restore it, launch the same game and choose the load-state option. Check the restored progress before replacing an older backup.

In-game saves and emulator states are different. Availability varies by game and player. Browser storage can be cleared; a downloaded backup is not cloud sync.

More about controls and backups

About Donkey Kong JR

Donkey Kong JR — Famicom edition
Donkey Kong JR · Famicom · 1983

Donkey Kong Jr. replaces barrel jumping with vine climbing, moving hazards and a rescue mission for Donkey Kong.

Climbing up to rescue Donkey Kong

Junior climbs vines and chains while avoiding creatures sent by Mario. Holding two vines changes climbing speed, and dropping fruit can clear enemies below. The levels reward reading vertical routes rather than simply taking the shortest path upward.

Use two vines to gain height

Junior climbs faster while holding two vines. Look for a safe pair when you need to gain height, then watch the hazards on the route where you will switch back. Fruit can hit enemies below when knocked loose.

The sequel, not the maths game

This is the Famicom/NES rescue game that follows Donkey Kong. Donkey Kong Jr. Math is a separate educational title.

Background and mechanics: Wikipedia game reference.

Donkey Kong Jr.: vine speed, dropped fruit and the key round

For the NES rescue game. The original Nintendo booklet explains the vine-speed rules and key objective; route-planning examples are editorial advice.

Learn Donkey Kong Jr. NES vine climbing, descent, fruit attacks and the six-key round, with route exercises and original Nintendo instructions.

Content updated · Editorial policy

Choose the grip for the direction you need

GripMovement advantage
Two vinesClimb upwards faster.
One vineDescend faster.
AJump.

Practise a short climb and descent before adding a long crossing. Decide where you want to arrive, then choose the grip for that direction. Watch the space below before accelerating downwards.

When switching vines, look for the next safe hold and landing area first. If the same transfer repeatedly fails, shorten the practice route so you can focus on that transfer rather than spend each attempt repeating the whole opening.

References: Donkey Kong Jr.: original NES booklet

Use fruit with a target in mind

Fruit can drop onto enemies below. Before going towards it, look at the target’s position and the route you would need afterwards.

For practice, compare a direct route with a route that includes one fruit. Check whether the detour actually makes the crossing easier. A useful note records where the enemy was when you triggered it, not just that you collected fruit.

Keep watching for contact during the approach. An offensive option does not make the trip to it automatically safe, particularly if you arrive without a clear way to continue.

References: Donkey Kong Jr.: original NES booklet

Plan the final round around unfinished keys

The first three rounds end by reaching the key. In the fourth, push all six keys upwards into their keyholes. Reaching only one key does not complete that round.

Before moving the first key, scan the remaining work and choose which side you want to finish on. After each delivery, identify the next unfinished key rather than climbing out of habit.

If an attempt fails, write down the keys that were still unfinished and where the route became difficult. Try a different delivery order if it reduces a troublesome return journey. The goal is a repeatable sequence, not simply faster button presses.

References: Donkey Kong Jr.: Nintendo instruction guide · Donkey Kong Jr.: original NES booklet

Use a failure to choose the next exercise

Enemy contact, falling and an expired bonus clock can cost a life. Game B is harder than Game A.

Separate the problem that ended the attempt from the progress you made. For a fall, practise the transfer or descent. For enemy contact, reconsider the crossing position. For a timer loss, shorten the waits or unnecessary return trips.

These are NES notes, not an arcade screen-by-screen walkthrough. The catalogue’s year does not establish the browser file’s precise revision. Use the linked original instructions when a round mechanic is unclear.

References: Donkey Kong Jr.: Nintendo instruction guide · Donkey Kong Jr.: original NES booklet

Common questions

Why is climbing with one vine slower?

Two vines provide the faster upward climb. One vine gives the faster descent.

Why did reaching a key not finish the last round?

The fourth round requires all six keys to be pushed into their keyholes.

Can fruit help against enemies?

Dropped fruit can hit enemies below. Check their position before choosing the detour.

Sources and scope

Practice routines and route-planning suggestions are editorial advice. Mechanics and edition facts are tied to the references below. No exact ROM-region identification or browser save-and-restore playtest is claimed.

Continue reading: Donkey Kong: ladders and round goals

Playing this edition

Where are the controls?

The control panel below the game screen shows this edition’s keys. Click inside the game before using your keyboard.

How do I save or change controls?

Open the player menu for the options available in this emulator. Save support varies by game and player; see the playing help for more guidance.

Where can I find more games like this?

Browse Action games across systems, or stay with the Famicom catalogue. Related picks below explain how each game connects.