Prima Games eGuides
primagames.com Browse Redeem a code Help
Nintendo Playing with Power eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Playing with Power
    • Foreword
    • Introduction
    • The Inside Story of the NES
    • The Launch of the Nintendo Entertainment System
    • First-Party NES Titles: Launch Day
    • The Early Period (1986)
    • An Inside Look at Game Paks
    • The Middle Period (1987-1989)
    • Classified Information
    • Behind the Scenes with Shigeru Miyamoto
    • The Late Period (1990-1994)
    • Counselors’ Corner
    • NES Peripherals
  • Excitebike
    • Summary
    • How To
    • Tracks
  • Ice Climber
    • Summary
    • How to Play
    • Characters and Objects
    • Terrain
    • Scoring
    • Tips and Tricks
  • Super Mario Bros.
    • Summary
    • Levels
      • World 7
      • World 3
      • World 5
      • World 4
      • World 6
      • World 8
      • World 1
      • World 2
  • Balloon Fight
    • Summary
    • How-To
  • Donkey Kong
    • Summary
    • Playing Donkey Kong
    • Characters and Collectibles
  • Donkey Kong Jr.
    • Summary
    • How to Play
    • Cast & Items
    • Scoring
    • Recommended Tactics
  • Mario Bros.
    • Summary
    • How to Play
    • Characters and Items
    • Tips and Tricks
  • Kid Icarus
    • The Tale of Kid Icarus
    • Getting Started
    • How to Play
    • Exploring Angel Land
    • Powering Up
    • Items
    • Enemies
    • Completing Kid Icarus
    • Stages
      • Underworld
      • Overworld
      • Skyworld
      • Palace in the Sky
  • Metroid
    • The Metroid Story
    • Summary
    • Getting Started
    • How to Play
    • Power Items
    • Enemies
    • Completing Metroid
  • The Legend of Zelda
    • Summary
    • The Legend of Hyrule
    • Hero Training
    • Items
    • Characters
    • The Overworld
    • The Underworld
      • Labyrinth 1: Eagle
      • Labyrinth 2: Moon
      • Labyrinth 3: Manji
      • Labyrinth 4: Snake
      • Labyrinth 5: Lizard
      • Labyrinth 6: Dragon
      • Labyrinth 7: Demon
      • Labyrinth 8: Lion
      • Labyrinth 9: Death Mountain
    • The Second Quest
      • The Second Quest
      • Story
      • Conquering the Underworld
  • Punch-Out!!
    • Summary
    • Story
    • Roadwork
    • Minor Circuit
    • Major Circuit
    • World Circuit
    • The Dream Fight
  • Super Mario Bros. 2
    • Story
    • Characters
    • Welcome to Subcon
    • Know Your Enemies
    • Worlds
      • World 1
      • World 2
      • World 3
      • World 4
      • World 5
      • World 6
      • World 7
  • Zelda II: The Adventure of Link
    • Summary
    • The Story of the Adventure of Link
    • Hyrule
  • Super Mario Bros. 3
    • A Message From Mario
    • Story
    • Being Mario
    • Worlds
      • World 1: Grass Land
      • World 2: Desert Land
      • World 3: Water Land
      • World 4: Giant Land
      • World 5: Sky Land
      • World 6: Ice Land
      • World 7: Pipe Land
      • World 8: Castle of Koopa
  • StarTropics
    • Summary
    • A Letter From Uncle Steve
    • Chapters
      • Chapter 1: Prelude
      • Chapter 2: Dolphins
      • Chapter 3: Storm and Calm
      • Chapter 4: Confession
      • Chapter 5: Captain Bell
      • Chapter 6: Reunion
  • Dr. Mario
    • Summary
    • Dr. Mario’s Diagnosis
    • Dr. Mario’s Med School
  • Kirby’s Adventure
    • Summary
    • A Crisis in Dream Land!
    • Copy Abilities
    • Levels
      • Level 1: Vegetable Valley
      • Level 2: Ice Cream Island
      • Level 3: Butter Building
      • Level 4: Grape Garden
      • Level 5: Yogurt Yard
      • Level 6: Orange Ocean
      • Level 7: Rainbow Resort
      • Level 8: Fountain of Dreams

Nintendo Playing with Power Guide › Donkey Kong Jr.

How to Play

Use the Directional Pad to move Junior in the corresponding direction. Press the A Button to jump. Press the Start Button to pause and resume the action during gameplay. Press the Start Button to pause and resume the action during gameplay. On the Main menu, press Select to cycle through available game modes, and press Start to begin the game.

Game Modes

Donkey Kong Jr. offers four different game types:

Game A represents the beginner difficulty. Game B represents expert difficulty: enemies appear at a faster rate and are more difficult to avoid. Both difficulty settings are available in 1-Player and 2-Player game modes.

A 2-Player game requires the use of a second controller. Players take turns controlling Donkey Kong Jr. A turn ends whenever a player completes a round or loses a Junior.

Controller 2

During a 2-Player game, players take turns controlling Junior. Controller 2 features all of the same character-related commands, but the Start and Select Buttons are not used.

Game Screen

1.Your current score.

2. The highest score earned during the current session.

3. A key.

4. The number of Juniors left in your reserves. When you lose all your Juniors, the game ends.

5. The number of bonus points remaining. Bonuses decrease in value as time passes. If the bonus reaches zero before you complete the round, you lose a Junior.

6. Your current loop. Conquer all four rounds to complete a loop. The higher the loop, the greater the challenge!

Progressing through the Game

Rounds and Loops

To free Donkey Kong, you must conquer four challenging rounds. In each of the first three rounds, your goal is to reach the key near the top of the screen. If you succeed, the round ends and the next round begins.

In the fourth round, you must push six separate keys into the locks near the top of the screen. When all six keys are in place, Donkey Kong is set free, and you’re transported back to Round 1 to begin the process again. At this point, you’ve not only conquered all four rounds, you’ve also completed your first loop of the game.

All loops feature the same four rounds in the same order, but each new loop contains more challenging scenarios than the loops that preceded it—most notably, enemies move faster and appear more frequently. The more loops you complete, the more difficult the game becomes. Of course, as the challenge increases, so do the potential points you earn in each round!

Game Over

You start a 1-Player game with a total of three Juniors—one in play, and two in reserve. Each time Junior touches an enemy, falls too far, or fails to complete a round before the bonus reaches zero, he disappears. The stage then resets with a new Junior in the starting position. When you run out of Juniors, the game ends and you return to the Main menu.

In a 2-Player game, each player starts with a total of three Juniors. When a player runs out of Juniors, he or she is eliminated from the game. The game ends when both players have lost all of their Juniors.

Basic Gameplay

Walking

While Junior is on a floor or platform, press Left or Right on the Directional Pad to move him the corresponding direction.

Jumping

Perform jumps to move between platforms, leap over enemies, and grab on to vines or chains. Junior can jump only when he’s on a floor or platform.

Climbing

While Junior is on a vine or chain, press Up on the Directional Pad to climb toward the top of the screen, and press Down to descend. Press Left or Right to move horizontally.

Shifting, Reaching, and Releasing

Depending on Junior’s position, pressing Left or Right on the Directional Pad can have slightly different effects. He can shift to the opposite side of his current vine, reach away from his current vine, or release his grip on a vine.

For example, when Junior is clinging to a vine’s left side, pressing Right on the Directional Pad simply causes Junior to shift his body to the vine’s right side. However, pressing Left would cause Junior to reach out to the left.

When you make Junior reach toward a vine, he automatically grabs it, gripping both vines at once. From this position, pressing Left or Right on the Directional Pad causes Junior to release one of the vines he’s latched on to.

Junior can reach out and/or release his grip whether or not there’s a vine within range. You can use this to move Junior from vines to platforms, but a poorly timed release can result in a costly fall.

Keep reading with a free account

The first 3 sections of Nintendo Playing with Power are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousSummary NextCast & Items