Donkey Kong cover art for Famicom

Famicom · 1983

Donkey Kong

Donkey Kong turns ladders, rolling barrels and short jumps into compact, repeatable climbing challenges.

Gameplay guide, controls & version notes ↓

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

Play Donkey Kong

Famicom

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Donkey Kong

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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

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

Donkey Kong — Famicom edition
Donkey Kong · Famicom · 1983

Donkey Kong turns ladders, rolling barrels and short jumps into compact, repeatable climbing challenges.

Ladders and barrels in a single screen

Mario climbs toward Pauline while hazards move through a single-screen layout. Timing matters more than a large move set: each ladder and jump changes your exposure to the next barrel or enemy. A hammer offers temporary protection but also changes your movement options.

The hammer keeps you on one platform

The hammer changes your route as well as your attack: carrying it prevents jumping and ladder climbing. Pick it up when you want to clear hazards on the current platform, not just before a ladder you need to use.

The home port and its sequel

This Famicom/NES port omits the arcade conveyor-belt screen. Donkey Kong Jr. swaps the rescue roles and builds its routes around vines.

Background and mechanics: Wikipedia game reference.

Donkey Kong: ladder routes, three rounds and the bonus clock

For the three-round NES version. The original booklet and Nintendo instruction guide support the goals and hazards; route practice is editorial advice.

Learn Donkey Kong NES round objectives, ladder hazards, difficulty selection and bonus timing, with practical route advice and Nintendo manuals.

Content updated · Editorial policy

Read the goal before repeating the same route

RoundGoal
I and IIReach Pauline at the top.
IIIRemove the bolts by walking over them.
Game A / Game BSelect the normal or harder difficulty.

Start with Game A while learning how the round works. Before the first climb, trace the route upwards and choose the next safe place to stop. Focus on that part of the route rather than trying to predict the entire screen at once.

In the bolt round, keep track of what remains. If you lose an attempt, note the unfinished part so that you can reconsider your crossing order instead of automatically repeating the same path.

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

Finish a climb before planning the jump

Mario cannot jump onto or off a ladder, and a long fall can cost a life. A ladder is therefore a route commitment rather than a place to improvise a jumping escape.

Look at the platform you will arrive on before starting a climb. If an approaching hazard makes the exit difficult, reassess from a clear position rather than depending on a jump during the climb.

Practise one crossing until you can identify where it becomes unsafe. Then add the next ladder. A useful note names the platform and exit; “be careful of barrels” gives you much less help on the next attempt.

References: Donkey Kong: original NES booklet

Balance waiting against the bonus countdown

The bonus counts down as the round continues. Reaching zero costs a life. A hammer temporarily destroys enemies, and optional objects add points.

Wait with a specific purpose: to see a hazard pass or to choose a clear crossing. If you are waiting without knowing what would make the route safe, study a shorter section on the next attempt.

Treat optional points as a separate goal while learning. First make the route understandable, then decide where an extra pickup fits without forcing an awkward return. Note whether a failed attempt came from enemy contact, a fall or running out of time; each calls for a different adjustment.

References: Donkey Kong: Nintendo instruction guide

Follow the NES round layout

This guide covers the three rounds in the NES instructions. An arcade walkthrough may describe a different screen sequence; match its screenshots and goals before applying it here.

Donkey Kong Jr. has vine movement and a different rescue objective. Do not carry this ladder routine across without checking that game’s controls. Browser keys should be read from the control panel; A and B here are controller labels, not assumed keyboard letters.

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

Common questions

What changes between Game A and Game B?

Game B is the harder difficulty; Game A is the starting choice for learning the rounds.

Why did the round end while Mario was still alive?

The bonus countdown reaching zero costs a life. Waiting indefinitely is not a safe route.

What is the goal in the bolt round?

Walk over the bolts to remove them, rather than only climbing to the top.

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 Jr.: vine routes and key round

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.