Donkey Kong JR

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A platformer level featuring a young monkey character on the left side of the screen, surrounded by vertically-arranged wooden beams, chains, and vines suspended from above. The playfield spans multiple tiers with brown wooden platforms and orange rope structures. At the bottom, green foliage and brown platforms form the ground level. The top displays a pixel-art score readout showing points, level information, and status indicators. The background is solid black, and all sprites use limited color palettes typical of early 1980s arcade-style graphics.

Donkey Kong JR

大金刚:JR

4.8 (669)
NES Action 532 plays

Donkey Kong Jr. is an action platformer released by Nintendo in 1983. Players control Junior, a young ape determined to rescue his father from the clutches of Mario. The game features side-scrolling levels where Junior must navigate vines and chains, climbing upward to reach and defeat enemies while collecting keys and opening chains. Each of the four main levels presents different obstacles and enemy patterns that increase in difficulty. Junior can jump and move left or right, using momentum to traverse the level layouts. The gameplay combines climbing mechanics with platforming action, requiring timing and precision to avoid enemies like birds and snapping chains. Two players can alternate turns trying to progress through the stages. The cartridge brought the Donkey Kong franchise to the NES with refined controls and colorful sprite animations.

Developer
Released
Platform
NES
Genre
Action
Players
2P
Rating
4.8 / 5 (669)
Last updated

About Donkey Kong JR

Donkey Kong Jr. arrived on the NES in 1983, placing it among the earliest titles available for Nintendo's Famicom hardware in Japan and its North American counterpart shortly thereafter. It followed directly in the wake of the original Donkey Kong, one of the most successful arcade-to-home conversions of the era, and represented a notable narrative inversion: rather than Mario rescuing a captive, players now controlled Donkey Kong's son attempting to free his imprisoned father from Mario's cage. This role reversal was a bold creative choice for its time and one of the few instances in Nintendo's early catalog where Mario is cast as an antagonist.

The gameplay is a vertical climbing platformer built around a simple but demanding control scheme. Donkey Kong Jr. can grab vines and chains to ascend and descend the screen, and the core mechanic distinguishes between holding one vine versus two simultaneously — gripping two vines at once allows for faster climbing, a nuance that separates casual players from skilled ones. The NES version retains three of the four stages found in the original arcade release: the Vine stage, the Snapjaw stage, and the Mario's hideout stage where Donkey Kong Sr. is held. The fourth arcade stage was omitted from the NES port, a common point of discussion among players who experienced both versions. Each stage tasks Junior with reaching the top of the screen while avoiding or outmaneuvering enemies such as Snapjaws (animated bear-trap creatures), Nitpickers (birds that dive and peck), and Sparks that travel along platforms and vines. Fruit can be dropped onto enemies by pushing it off ledges, providing both a point bonus and a way to clear a path.

The game supports two players in an alternating format, with each player taking turns as Donkey Kong Jr. through the stage sequence. This structure was standard for arcade-derived platformers of the period and encouraged competitive score-chasing between friends or siblings. The difficulty escalates with each loop through the stages, increasing enemy speed and aggression, giving the game meaningful replay depth beyond its initial handful of screens.

In its era, Donkey Kong Jr. was received as a faithful and technically competent home adaptation of the arcade original. The NES hardware handled the colorful sprites and multi-layer scrolling backgrounds with reasonable fidelity, and the game's tight controls translated well from the arcade cabinet's joystick to the NES rectangular controller. It was a launch-window title that demonstrated the NES could deliver genuine arcade experiences at home, reinforcing consumer confidence in the platform during a critical period of the North American video game market's recovery following the 1983 crash.

What makes it special

Donkey Kong Jr. holds a unique place in Nintendo history as the only game in which Mario is unambiguously the villain. This narrative inversion — a direct sequel that flips the roles of hero and antagonist — was a deliberate creative decision by Miyamoto and his team, and it remains a singular moment in the franchise's decades-long run. No other mainline Nintendo release before or since has positioned Mario as the character players must defeat or escape from, making this title a genuine curiosity in the broader Nintendo canon.

Pro tips

  • Master the two-vine climbing technique: grabbing two vines simultaneously lets Junior climb significantly faster, which is essential for outrunning enemies on later loops.
  • Drop fruit onto Snapjaws and Nitpickers rather than trying to dodge them — each hit scores bonus points and clears dangerous enemies from your path.
  • On the Vine stage, plan your route upward before committing; dead-end vine clusters can trap you while enemies close in from below.
  • Learn the patrol patterns of Sparks on each stage — they follow fixed paths, so timing your platform crossings around their cycles prevents most cheap deaths.
  • In two-player mode, watch your opponent's run closely to memorize enemy timing and positioning before your own turn begins.

Donkey Kong JR Controls — NES Keyboard Keys

Default keyboard bindings for Donkey Kong JR on our in-browser NES emulator. Plug in a USB or Bluetooth gamepad to auto-detect mappings, or rebind any key from the emulator settings menu.

Keyboard Console button Typical use
D-Pad Up Move up
D-Pad Down Move down
D-Pad Left Move left
D-Pad Right Move right
X A Primary action (jump / confirm)
Z B Secondary action (attack / cancel)
Enter Start Start / Pause
Shift Select Select / Mode

Rebind any key from the EmulatorJS in-game settings menu (gear icon → Controls). A connected gamepad auto-maps to the same buttons.

Donkey Kong JR Longplay & Gameplay Videos

Watch a full playthrough of Donkey Kong JR on NES before you dive in — recommended for getting a feel for the game's pacing, story beats, and difficulty curve.

Watch longplay on YouTube

"Donkey Kong JR" NES longplay 1983

Donkey Kong JR Cheat Codes

20 community-curated cheats for Donkey Kong JR. Tick any to activate them automatically when you click "Play with cheats" — or copy a code into your own emulator.

  • Invincibility Against Enemies

    ATEIIKOZ
  • Cannot Die If Falling From A High Platform

    PAUIEZIA
  • Invincibility

    ATEIIKOZ+AAKIOZLAXZEIIKOZ
  • Infinite Lives P1 (DK Jr.)

    004C:09
  • Maximum Time Bonus

    002E:51
  • Score Modifier

    0025:00+0026:00
  • Can Fall Onto Platforms

    AAKIOZLA
  • Infinite Time

    SXZNZA
  • Jump To The Top

    SXTVOP
  • Jump/Fall Into Pit To Wrap To The Top

    GAASTT+TTGIPT
  • Walk Through Walls

    NNIIIV+NNYILV
  • Climb Through Roof (Both Hands)

    NNTSSE
Show 8 more cheats
  • Climb Up Faster (Both Hands)

    PETIVA
  • Climb Down Faster (Both Hands)

    PAPIOP
  • Climb Through Roof (One Hand)

    NYYSGN
  • Climb Up Faster (One Hand)

    PAYIIY
  • Run Faster To The Right

    PEGSTT
  • Run Faster To The Left

    PETSGT
  • Climb Through Floor (Both Hands)

    OXPSTS+NNYSXE
  • Climb Through Floor (One Hand)

    OXPSTS+NNASPN
Play Now

External references

Frequently Asked Questions

When was Donkey Kong JR released?

Donkey Kong JR was released in 1983 for the NES.

Who developed Donkey Kong JR?

Donkey Kong JR was developed by Nintendo, available to play in your browser on RetroGameSpace.

How many players does Donkey Kong JR support?

Donkey Kong JR supports up to 2 players, ideal for couch co-op or competitive sessions on the NES.

What type of game is Donkey Kong JR?

Donkey Kong JR is a Action game for the NES, playable instantly in your browser — no downloads, no installs.

How can I play Donkey Kong JR for free?

Open this page and click "Play Now" — Donkey Kong JR runs free in your browser via WebAssembly emulation. No account, no payment, no installer.

Do I need to download anything to play Donkey Kong JR in the browser?

No. Donkey Kong JR streams from a public archive into a browser-side NES emulator. Nothing is installed on your computer.

Can I save my progress in Donkey Kong JR?

Yes. Save states are stored in your browser (IndexedDB) per game, and you can also use any in-game save the original NES cartridge supported.

Does Donkey Kong JR work on mobile devices?

Yes — the NES emulator runs on iOS Safari and Android Chrome. Touch controls overlay the game; landscape mode is recommended.

Is it legal to play Donkey Kong JR this way?

RetroGameSpace is a transient caching reverse-proxy and does not host first-party copies of Donkey Kong JR. Game files are fetched on demand from publicly-accessible archives. You are responsible for compliance with your local laws and the bring-your-own-ROM principle.

How long does it take to beat Donkey Kong Jr.?

The game loops continuously with no true ending. A single pass through all three NES stages takes only a few minutes, but mastering the escalating difficulty of later loops can occupy many sessions. Most players consider reaching the third or fourth loop a solid benchmark of competence.

Is Donkey Kong Jr. suitable for new players to the NES library?

It is accessible as a starting point due to its simple controls and short stage structure, but the climbing mechanics require deliberate practice. New players should expect a moderate learning curve before surviving more than one or two loops consistently.

What is the most common mistake new players make?

New players almost universally rely on single-vine climbing throughout the game, which is too slow to escape faster enemies on later loops. Learning to grab two vines at once for rapid ascent is the single most impactful skill adjustment available.

Is the two-player mode worth using?

Yes, particularly for score competition. The alternating format means downtime between turns, but watching the other player's run is genuinely instructive. It suits casual sessions with a friend more than extended solo practice runs.

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