game
icon
title Donkey Kong Junior (US)
set name dkongjr
manufacturer Nintendo of America
year 1982
genre Platform (hof)
category Platform / Run Jump (hof)
driver status good
driver source dkong.c
snapshots MW: in game / CT: in game | title | artwork / Mr. Do: artwork / Dany69: artwork / PS: in game | title | scores
zoom
rating

70.8% after 77 votes
 
clones Donkey Kong Jr. (bootleg)
Donkey Kong Jr. (Japan)
Donkey Kong Jr. (Moon Cresta hardware)
Donkey Kong Junior (Easy)
Donkey Kong Junior (Japan?)
Junior King (bootleg of Donkey Kong Jr.)
display
colour emulation good
palette 521
display type raster
orientation vertical
resolution 224x256
frequency 60.606061Hz
sound
sound emulation good
channels mono
controls
players 2
nplayers 2P alt
controls 4 way joystick
buttons 1
coin slots 1
hardware
cpu Z80 @ 3.072MHz
cpu MB8884 @ 6MHz
audio Discrete
data
version added .005
last change(s) .053
roms
name size crc set flags sha1
dkj.5b  8192  dea28158  dkongjr    08baf84ae6f9b40a2c743fe1d8c158c74a40e95a 
dkj.5c  8192  6fb5faf6  dkongjr    ce1cfde71a9e2a8b5896a6301d386f72869a1d2e 
dkj.5e  8192  d042b6a8  dkongjr    57ac237d273496b44220b4437118115ef11dbd9f 
c_3h.bin  4096  715da5f8  dkongjr    f708c3fd374da65cbd9fe2e191152f5d865414a0 
dkj.3n  4096  8d51aca9  dkongjr    64887564b079d98e98aafa53835e398f34fe4e3f 
dkj.3p  4096  4ef64ba5  dkongjr    41a7a4005087951f57f62c9751d62a8c495e6bb3 
v_7c.bin  2048  dc7f4164  dkongjr    07a6242e95b5c3b8dfdcd4b4950f463dba16dd77 
v_7d.bin  2048  0ce7dcf6  dkongjr    0654b77526c49f0dfa077ac4f1f69cf5cb2e2f64 
v_7e.bin  2048  24d1ff17  dkongjr    696854bf3dc5447d33b4815db357e6ce3834d867 
v_7f.bin  2048  0f8c083f  dkongjr    0b688ae9da296b2447fffa5e135fd6a56ec3e790 
c-2e.bpr  256  463dc7ad  dkongjr    b2c9f22facc8885be2d953b056eb8dcddd4f34cb 
c-2f.bpr  256  47ba0042  dkongjr    dbec3f4b8013628c5b8f83162e5f8b1f82f6ee5f 
v-2n.bpr  256  dbf185bf  dkongjr    2697a991a4afdf079dd0b7e732f71c7618f43b70 
cabinet art
cabinet dkongjr.png
marquee dkongjr.png
control panel dkongjr.png
flyer dkongjr.png
PCB dkongjr.png
additional information
info 0.05 [Nicola Salmoria, Gary Shepherdson, Brad Thomas, Edward Massey, Ron Fries, Paul Berberich]

WIP:
  • 0.127u2: Replaced I8035 CPU2 with MB8884, verified on schematics [Couriersud]. Aaron Giles fixed music speed regression in Donkey Kong Jr. and clones.
  • 0.124u1: Added clone Junior King (bootleg of Donkey Kong Jr.). Only the graphic roms differ from dkongjrb but it's a common bootleg.
  • 0.123u4: Changed description of clone 'Donkey Kong Junior (bootleg?)' to 'Donkey Kong Junior (Easy)'. Renamed (dkngjnrb) to (dkongjre).
  • 0.122u2: Couriersud added discrete sound and DISCRETE_74LS624 VCO to Donkey Kong Junior. Supports Logic, Energy and Count outputs. Also added proper Z80 / I8035 interface for Donkey Kong Junior and removed samples support. Replaced DAC/Samples sound with Discrete.
  • 0.122: Couriersud mapped more interface lines between sound and cpu boards in Donkey Kong Junior (US).
  • 0.116u4: Couriersud fixed regressions in Donkey Kong Junior due to incorrect memory map and rendering too many sprites.
  • 0.116: Couriersud implemented color generation (resistor mixer) from schematics for Donkey Kong Jr.
  • 0.86u3: Pete Rittwage and Derrick Renaud replaced the old climb and walk sample with three different samples. Replaced climb- and walk.wav with climb0, climb1 and climb2.wav and walk0, walk1 and walk2.wav.
  • 0.63: Added clone Donkey Kong Jr. (Moon Cresta hardware).
  • 11th December 2002: Zsolt Vasvari added a Donkey Kong Junior bootleg on Galaxian hardware and Stephane Humbert fixed a slight dipswitch error in it.
  • 0.53: Added clone Donkey Kong Jr. (Japan). Renamed (dkngjrjp) to (dkongjrb), (dkjrjp) to (dkngjnrj) and (dkjrbl) to (dkngjnrb). Fixed rom names.
  • 1st June 2001: Mike Haaland added a Donkey Kong Jr. clone called Junior King.
  • 0.36b2: Added snapjaw.wav to the sample set.
  • 0.35b6: Replaced I8039 CPU2 with I8035.
  • 0.31: Howie Cohen added support for missing samples to Donkey Kong Jr. Wiebo de Wit fixed scores over 100000 in Donkey Kong/Donkey Kong Jr.
  • 0.30: Mirko Buffoni added clone Donkey Kong Jr. (Original Japanese) (bootleg? 1982). Ron Fries, Dan Boris and Mirko Buffoni support a 8039 emulator and emulated sound in Donkey Kong, Donkey Kong Jr. and Mario Bros. Since the boards also use discrete circuits to generate sound, some samples are still needed to get complete sound support. Also partial sound in Radarscope.
  • 0.29: Nicola Salmoria added clone Donkey Kong Jr. (Japanese) and clone (bootleg), with levels playing in the order 1-2-3-4 instead of 1-4-1-3-4-1-2-3-4 and bootleg version of Donkey Kong Jr., with levels playing in the order 1-2-3-4 instead of 1-4-1-3-4-1-2-3-4. Accurate colors in Donkey Kong Jr.
  • 0.10: Nicola received no less than three different palettes for Donkey Kong Jr., from Brad Oliver, Marc Vergoossen and Richard Davies. The one included is from Marc.
  • 0.09: Better colors in Donkey Kong Jr. Thanks to Brad Oliver, Marc Vergoossen and Richard Davies for help with Donky Kong Jr. colors.
  • 0.081: Sorry about screwing Donkey Kong Jr. colors... it's playable again. Colors are still way off though.
  • 0.05: Nicola Salmoria added Donkey Kong Jr. (Nintendo 1982) (wrong colors, no sound). Changed readroms() to allow scatter loading of a single ROM. This was needed for Donkey Kong Jr. Now the end of the RomModule array is marked by a size==0, while name==0 means "continue loading the previous ROM at this address". Special thanks to Brad Thomas and Gary Shepherdson for the extensive information on Donkey Kong and Donkey Kong Jr.
LEVELS: 4

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Romset: 45 kb / 13 files / 29.7 zip
history Donkey Kong Junior (c) 1982 Nintendo.


Something of a role reversal for this superb sequel to the seminal 1981 platform-based original, with Mario now cast as the villain (the only Mario game in which this occurred) and Donkey Kong the captured victim.


Donkey Kong's son, DK Junior, must rescue his captured father from Mario's clutches by climbing and jumping his way over vines, chains and platform before he can reach his father. Junior has to race against time while avoiding the horrible Snap jaws and birds released by Mario.


Like the original, Donkey Kong Junior features 4 different stages, but in the US version, one or both of the middle stages are omitted in the first 3 levels. See Updates below for complete details.


CAST OF CHARACTERS :


Donkey Kong Junior - The baby ape in the white unitard with a big J printed on the front, this is the son of Donkey Kong and he must rescue his father from Mario's cage.


Mario - This game is quite possibly the ONLY game in Mario's long history where he is the enemy.


Donkey Kong - Poor DK was captured by Mario after the events portrayed in Donkey Kong. Now he must helplessly watch as his son comes to the rescue.


Snap Jaws - These mechanical mouths must be avoided. Blue jaws will drop down a vine and continue to fall off the screen, while red jaws will climb back up a vine and pose a more permanent threat.


Nitpickers - There are two types of birds in the game. The small kind appears in the Springboard stage and attempts to drop eggs on Junior as they fly around the top branch. The fat kind appears on the Chains stage and weaves back and forth in an attempt to hinder Junior's chances at rescuing his father.


Sparks - These volts of electricity patrol Mario's Hideout. The red variety follows the loop that they begin on while the blue version follows the vertical strips from one level to the next as they drop to the bottom of the screen.


Fruit - Junior will find various pieces of fruit scattered throughout each stage that he will pluck when he touches them. The fruit will fall and take out any enemy in it's path until it reaches the bottom of the screen. They are one of the best sources for bonus points.


Keys - On the Chains stage, Junior must push 6 of these up a chain into the lock positioned at the top of the stage. When he does, papa will be set free.


- TECHNICAL -


Main CPU : Z80 (@ 3.072 Mhz)

Sound CPU : I8035 (@ 400 Khz)

Sound Chips : DAC


Screen orientation : Vertical

Video resolution : 224 x 256 pixels

Screen refresh : 60.00 Hz

Palette colors : 256


Players : 2

Control : 4-way joystick

Buttons : 1 (JUMP)


- TRIVIA -


Released in August 1982.


Some versions, especially the Japanese version, have the Junior abbreviated in the printed title, therefore "Donkey Kong Jr.".


The song that is played before the play is Bach's 'Toccata and Fugue in D Minor'.


The song that is played during the 'Keep Going to Mario's Hideout - Be Careful' cut scene that preceeds the Mario's Hideout stage is the 'Can-Can'.


Steve Wiebe holds the official record for this game with 1, 004, 000 points on September 10, 2002.


A bootleg of this game is called "Junior King".


A bootleg of the Japanese version runs on the "Moon Cresta" hardware.


Donkey Kong Junior also spawned a cartoon series of the same name : Ruby-Spears Productions. Produced By Joe Ruby, Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS.


- UPDATES -


The Japanese and bootleg boards have all 4 screens displayed in their original, logical order 1-2-3-4.

For the US board, they changed it to somewhat match the original Donkey Kong's 'How high can you try/get?' theme. With the screen order as follows :

L1: 1-4

L2: 1-2-4

L3: 1-3-4

L4: 1-2-3-4

L5 onward remain the same as L4


In Versions featuring the Junior abbreviated in the title screen ('Jr.'):

1. You are allowed to enter a name up to 12 letters instead of 3.

2. Red Snapjaws regenerate after being killed by fruit starting in L5 instead of L4.


- SCORING -


Jump over one opponent : 100 points

Jump over two+ opponents : 300 points


Push key in lock : 200 points


Pick a fruit : 400 points

Hit 1st opponent with fruit : 800 points

Hit 2nd opponent with fruit : 1200 points

Hit 3rd+ opponent with fruit : 1600 points


- TIPS AND TRICKS -


* When you start the game, Junior will start at the bottom left corner of the Vines stage. Your job is to navigate him to the top so that he can progress to the next levels. Here are some strategies for each level...


* VINES STAGE : This is the first stage of each level.

1) To start out, Junior must grab the vines above him, and climb up to one of the two ledges to his right. He can jump to the next vine from either ledge, where he must fall down to the tree top below.

2) Carefully jump right from one tree top to the next before grabbing the fourth vine from the right. Climb up above the right ledge and maneuver Junior over to the far right vines. Climb up and on to the branch above. Jump over any Snapjaws that pose a threat and leap up to the higher section of the branch before leaping for the key and ending the stage.

3) Along the way, the pear and apple fruit prizes should be plucked with ease, and if you have time, it pays in the early levels to eliminate any of the red Snapjaws since they won't come back. However, from L4 onward, they will regenerate at Mario's feet. The banana is in a precarious position and should only be plucked if time and safety permits.


* SPRINGBOARD STAGE : This stage earns it's name by hosting a springboard at the bottom of the screen. It's purpose is to provide Junior with a shortcut.

1) Ordinarily, Junior must jump on the springboard to reach the tree top on the opposite side. Then he must ride the moving platform to the right and climb up the chains beneath the pulley. He must step on to a ledge which is placed directly beneath the point that small Nitpickers like to lay eggs, so watch out. Then he must jump to the left to reach the first hold. When the small platform is beneath him, he must drop down and let it carry him to the next hold which rises and falls.

2) If Junior uses the springboard as a shortcut, he can move directly from the start to this small ledge by pressing the jump button at precisely the moment when he hits the springboard, and he will launch up to the small platform immediately.

3) Junior can only jump up and grab the second hold when it is in it's lowest position. Once he safely has it, he must reach left and grab the chains that extend below papa. After pulling himself up, he must navigate through the gauntlet of small Nitpickers to reach the chains on the right side, where he must climb up a little further to reach the branch. Jumping over the gap in the branch, and timing his jumps to ensure that he doesn't collide with any Nitpickers, he can reach the key and end the stage.


* MARIO'S HIDEOUT :

1) The layout of this electrically filled chamber is substantially simpler than the previous stages, but it poses an even greater threat. Not only are Sparks a danger to Junior's feet on the ground, they also pose a danger when they pass over head. A nervous player may anxiously jump over a Spark only to realize too late that another spark was headed Junior's way above him.

The route is simple, from the start, cross over to the right, climb up, cross back over to the left, climb up, cross once more to the right, climb up again, and finally back to the left in an effort to reach the key.

2) While the red Sparks remain in their loops, the blue Sparks move from the top of the screen to the bottom, taking the blue vertical pathways along the way. In the beginning, the blue spark with randomly choose one of the four pathways beneath Mario, so cross below Mario with care.

3) The fruit are easily plucked on each level, but nailing sparks with them will take extra timing, and may put you in a bad position if you're not aware of your surroundings.


* CHAINS STAGE : This is Junior's last chance to save papa, so it's now or never.

1) Papa's cage is positioned above a set of locks, and the keys to those locks are located on chains directly below them. All Junior has to do is push those keys up in to the locks and grant papa his freedom.

2) Blocking his way will be stubborn red Snapjaws and large Nitpickers that Mario sends after Junior. The Nitpickers will fly from one end of the screen to the other before swooping down a level and reversing direction.

3) Obviously it is faster for junior to push up keys two at a time when the chance is available, but that exposes Junior to twice the danger as red Snapjaws could be located on either chain at any given moment. So proceed with caution, and try to save the apples for the moments when the red snapjaws are located beneath them and can be done away with for bonus points. But from L4 onward, beware: as in the Vines stage, red Snapjaws will regenerate at Mario's feet.

3) Once Junior unlocks every lock, his father will come tumbling down and mighty Junior will catch him before the game starts all over again from the Vines stage at a more difficult level.


* Slow Down : This trick is not really useful but it has a comical effect. On the first level, climb to the top of the two vines at the far right edge of the screen. Then, with one hand on each vine, push up against the top of the screen and hold the joystick forward. All of the action on the screen will slow to snail's pace until you release the joystick.


* Infinite Play : This trick allows player 1 to earn an infinite number of extra turns, at the expense of player 2's game. Player 1 just plays a normal game but each time player 2 has a turn he must perform a trick that costs him that turn and earns each player an extra turn. If player 2 can do the trick every time, player 1 will always have extra turns to play with and player 2 will always have at least one turn left to perform the trick the next time around. At the beginning of the Vines stage, Junior appears on a platform in the lower left corner of the screen. Walk to the right edge of this platform, and move as far right as possible without falling off. Only Junior's heel should still be on the platform. Wait at the edge of the platform and watch for a blue Snapjaw to come down the first vine to the right. As soon as the Snapjaw leaves the end of the vine to fall in the water, jump toward him. You should hit the Snap jaw at the same time it hits the water. If you timed your jump correctly, your turn will be over but both players will be awarded an extra turn. You can then play normally (as player 1) until player 2's turn comes up again and you must repeat the trick.


- SERIES -
  1. Donkey Kong (1981)
  2. Donkey Kong Junior (1982)
  3. Donkey Kong 3 (1983)
  4. - STAFF -
    • Designed & programmed by : Shigeru Miyamoto, Masao Yamamoto, Kenji Nishizawa, Masayoshi.O, H. Hoshino
    • Music by : Hirokazu Tanaka
    • Produced by : Gunpei Yokoi
    • - PORTS -
    • NOTE : In most of these ports, this title uses the abbreviation 'Jr.' instead of fully spelling out 'Junior'.
    • * Consoles :
    • Colecovision (1982)
    • Mattel Intellivision (1982)
    • Atari 2600 (1983)
    • Atari XEGS
    • Nintendo Famicom (1986)
    • Atari 7800 (1988)
    • Nintendo Famicom (1988, "Donkey Kong Classics")
    • Nintendo Game Boy Advance (2002, "e-Reader Series")
    • Nintendo Wii (2006, "Virtual Console" - NES version)
    • * Computers :
    • Atari 800 (1983)
    • Tandy Color Computer (1983, "Junior's Revenge")
    • Tandy Color Computer 3 (1986, "Return of Junior's Revenge")
    • * Others :
    • LCD tabletop game (1983) released by Coleco : This is a color LCD game (color accomplished with a color plastic overlay on the LCD), and is back-lit by an external light source (room light, sun, etc.). It can't be played in the dark like the VFD games.
    • LCD tapletop game released by Nintendo (Game&Watch).
    • - SOURCES -
    • Game's rom.
    • Machine's picture.
    • Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=donkey-kong-junior&page=detail&id=669&o=2
resource links view in MAWS
view in CAESAR
view high score and replay at MARP
view in Progetto EMMA (Italian)
view in arcade-history.com
view in KLOV
view in VGMuseum Game Endings
cheats
cheats
code comments
00000000:6001:00000090:FFFFFFFF  Infinite Credits
00000000:6228:00000006:FFFFFFFF  Infinite Lives
20800000:19C9:000000C9:FFFFFFFF  Invincibility:Water can still kill though
00000000:62B1:00000063:FFFFFFFF  Infinite bonus time
00010020:638C:00000099:FFFFFFFF  Infinite bonus time (2/2)
20F00000:0F7D:FE043802:FFFFFFFF  Fix Kill Screen Bug:Fixes the bug which kills you on level 22 regardless, see here - http://donhodges.com/how_high_can_you_get.htm
20F10000:0F81:3E0447A7:FFFFFFFF  Fix Kill Screen Bug (2/5)
20F10000:0F85:17A717A7:FFFFFFFF  Fix Kill Screen Bug (3/5)
20F10000:0F89:178080C6:FFFFFFFF  Fix Kill Screen Bug (4/5)
20810000:0F8D:00000028:FFFFFFFF  Fix Kill Screen Bug (5/5)
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