Donkey Kong Jr. (New Wide Screen)

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This article is about the New Wide Screen version. For Table Top version, see Donkey Kong Jr. (Table Top). For the DSiWare port, see Game & Watch: Donkey Kong Jr.
Donkey Kong Jr.
Donkey Kong Jr.
Developer Nintendo Research & Development 1
Publisher Nintendo
Platforms Game & Watch, Mini Classics
Release dates Game & Watch:
Japan October 26, 1982[1]
USA October 26, 1982[?]
Mini Classics:
Europe August 6, 1998[?]
USA 1998[?]
Genre Puzzle
Mode Single player
Format
Built-in
Input
Serial code DJ-101
Box art, which shows the group artwork featuring Donkey Kong, Donkey Kong Jr. and Mario.
Box art for Donkey Kong Jr.

Donkey Kong Jr. is a 1982 Game & Watch adaptation of the arcade game of the same name. As in the arcade game, Donkey Kong is captured by Mario, and Donkey Kong Jr. must save him. There is an identically named 1983 Table Top version, but it has an entirely different level and obstacle layout. Donkey Kong Jr. was the first game in the New Wide Screen series. This game was ported to the Mini Classics, Game & Watch Gallery 3, and Game & Watch Gallery 4. It is also mentioned in the Museum in Game & Watch Gallery 2. The game was digitally recreated for the DSiWare as Game & Watch: Donkey Kong Jr. The game also has an indirect sequel in the form of Donkey Kong II.

Gameplay[edit]

New Wide Screen / Classic version[edit]

Donkey Kong Jr. (New Wide Screen) Classic in Game & Watch Gallery 3
The Classic version of Donkey Kong Jr. from Game & Watch Gallery 3
Classic version of Donkey Kong Jr. from Game & Watch 4
The Classic version of Donkey Kong Jr. from Game & Watch Gallery 4

Donkey Kong Jr. starts at the bottom of the screen, where he is immediately bombarded by birds and Snapjaws. After Donkey Kong Jr. climbs a pair of vines to the second floor, he can find a piece of fruit, which can be dropped on enemies below for bonus points: three for a Snapjaw on the second floor, six for a bird, and nine for a Snapjaw on the first floor. After avoiding more Snapjaws, Donkey Kong Jr. must jump to the swinging key above, which he can use to unlock part of Donkey Kong's cage. The faster Donkey Kong Jr. does this, the more points he earns (from 5 to 20). He then drops down, repeating the process. Once four keys are delivered, Donkey Kong is free, awarding 20 points to the player. Along the way, Donkey Kong Jr. can also grab hold of vines above, which help in avoiding the ground-bound Snapjaws. Every time Donkey Kong Jr. jumps over a Snapjaw without holding on to a vine or jumps down from a vine right after a Snapjaw passes, he receives a point. As the player progresses in the game, more enemies appear, and they eventually move faster. If an enemy hits Donkey Kong Jr., if he jumps and misses the key, or if he falls off the left side on the second floor, he loses a life. 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, every miss is cleared instead. When he loses three lives, the game is over.

Modern version[edit]

Donkey Kong Jr. (New Wide Screen) Classic in Game & Watch Gallery 3
The Modern version of Donkey Kong Jr. from Game & Watch Gallery 3
Gameplay of Donkey Kong Jr.
The Modern version of Donkey Kong Jr. from Game & Watch Gallery 4

The version in the Game & Watch Gallery series has similar controls, although the enemies are different, including Goombas, Nipper Plants, Bullet Bills, and Spinies. Unlike in the Classic version, Mario throws the key at the beginning of each stage. Also, if Donkey Kong Jr. takes too long to free Donkey Kong after getting the last key, Donkey Kong Jr. receives fewer than 20 points. Donkey Kong Jr. can stomp Goombas and Bullet Bills to destroy them, earning a point for each defeat in the process. In this version, Donkey Kong Jr. earns five points for dropping a fruit on an enemy. The stage also alters its appearance each time the player successfully releases Donkey Kong. The game starts with a jungle ground-level setting. When Donkey Kong Jr. gets the key here, a Rotary Lift appears to the left of the cage. The next stage features the treetops during sunset. An albatross appears to the right of the cage when Donkey Kong Jr. gets the key here. The final stage is a clouded area at night. Here, two Cloud Blocks appear to the left of the cage when Donkey Kong Jr. gets the key. If he jumps onto a spinning Rotary Lift, a disappearing albatross, or fluffing Cloud Blocks, he falls to the second floor (or a small safety platform on the second stage). This version also has bottomless pits on the second and third stages, and if Donkey Kong Jr. falls into one, he loses a life. When Donkey Kong Jr. amasses 200, 500, and 700 points, a heart appears for him to remove a miss. Music is also featured in this version, with the tempo changing depending on the speed of the game. When the player goes to a different stage, the music changes.

In Game & Watch Gallery 4, selecting the game yet waiting to actually start it results in a humorous sequence being played. In particular, Donkey Kong Jr., while strolling, notices a fruit in a tree and attempts to jump up to grab it, but to no avail. Mario then arrives and grabs the fruit. Just at that moment, however, Donkey Kong arrives, causing Mario to flee, only to presumably crash into something. Donkey Kong then leaves offscreen, only to come back and reveal that he somehow got Mario locked in a cage, which Donkey Kong drags with him before posing.

Controls[edit]

Game & Watch Gallery 3[edit]

  • +Control Pad: Move
  • A Button and B Button: Jump

Game & Watch Gallery 4[edit]

  • +Control Pad: Move
  • A Button and B Button: Jump

Gallery[edit]

New Wide Screen[edit]

Modern version[edit]

Game & Watch Gallery 3[edit]

Game & Watch Gallery 4[edit]

References in later games[edit]

Super Smash Bros. series
  • Mr. Game & Watch has a downward aerial where he swings a key in a near-identical fashion to Donkey Kong Jr.

Notes[edit]

  • When the player plays the Modern version of Donkey Kong Jr. in Star Mode, all Goombas are replaced with Spinies, regardless of the score. This is similar to how the new quest mode of Super Mario Bros. replaced Goombas with Buzzy Beetles.

Names in other languages[edit]

LanguageNameMeaningNote(s)Ref.
GermanDonkey-Kong Junior-[2]
ItalianDonkey Kong Junior-[3]

References[edit]

  1. ^ Super Smash Bros. Brawl Chronicle
  2. ^ Bienengraeber Elektronkspiele catalog. Bienengraeber & Co. (German). Retrieved August 28, 2026. (Archived via Wayback Machine.)
  3. ^ Game&Watch OTO and Giochi Preziosi FAQ, list of Italian Game & Watch games. gameandwatch.ch, retrieved on January 22, 2024.

External links[edit]