Donkey Kong II

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This article is about the Game & Watch game. For uses of the term "Donkey Kong 2", see Donkey Kong 2.
Donkey Kong II
GaW DK2.png
Developer Nintendo Research & Development 1
Publisher Nintendo
Platform(s) Game & Watch
Release date March 7, 1983
Genre Platformer
Rating(s) N/A
Mode(s) Single player
Game & Watch:
Game & Watch:
Serial code(s) JR-55

Donkey Kong II is a Game & Watch game released as part of the Multi Screen series on March 7, 1983.[1] It was later rereleased as part of Game & Watch Gallery 3. It is an indirect sequel to the Donkey Kong Jr. Game & Watch game and a direct follow-up to Donkey Kong. While Donkey Kong Jr. is based on the first level of the arcade game of the same name, Donkey Kong II appears to be based on the third level and fourth level. This game, Donkey Kong Jr., and Donkey Kong Circus are the only times where Mario has ever been portrayed as an antagonist.

Donkey Kong II's alarm bell
The alarm bell

The alarm indicator of this game is a bell that is located beside the leftmost lock, and Mario strikes the bell with a drumstick when the alarm goes off.


Essentially, this game contains the same story as Donkey Kong Jr.Donkey Kong is trapped by Mario, and now Donkey Kong Jr. must save him.


Donkey Kong II
Donkey Kong II as it appears in Game & Watch Gallery 3

Donkey Kong is chained to the floor on the top of the upper screen by several locks. Donkey Kong Jr. must hit a key up to the top screen and then progress through the bottom screen, jumping over Snapjaws and Sparks much as Mario jumped over barrels in Donkey Kong. Every time Donkey Kong Jr. jumps over a Snapjaw or Spark, he receives a point. When he reaches the top screen, he must hit the key right next to one of the locks, avoiding birds along the way, then climb up the chain that trails below the lock. Once he reaches the top, he uses the key to open the lock, earning from five to fifteen points depending on how fast he does the job. Then, he must progress back down to the bottom to hit a new key up, and so on. When Donkey Kong Jr. opens all four locks, he frees Donkey Kong, awarding the player 20 points. If Donkey Kong Jr., after opening a lock, has no misses when he returns to the starting position and throws up a key, he earns five points. If a Snapjaw, bird, or Spark hits Donkey Kong Jr., he loses a life, and the key returns to the starting position. If Donkey Kong Jr. reaches 300 points without any misses, the points are worth double until he does get a miss. If he has any misses at said score, he receives an extra life instead. The game ends when he loses three lives.

In Game A, the Snapjaws and birds on the upper screen disappear when Donkey Kong Jr. places the first key into the lock, with only the bird in the upper left corner and the Snapjaw in the lower right corner remaining. In Game B, however, the Snapjaws and birds remain when Donkey Kong Jr. places a key into the lock, making it more difficult for him to return.


  • +Control Pad: Move
  • A Button: Jump
  • B Button: Switch "main" screen



  1. ^ Donkey Kong II. In The Attic. Archived April 12, 2022, 00:30:02 UTC from the original via Wayback Machine. Retrieved May 17, 2024.