Skip to main content

Donkey Kong Jr.: Family fun

Donkey Kong Jr. may not be as famous as its parent, but as a child I preferred it, perhaps because I identified with the hero being a child himself, on a journey to rescue his father. Or maybe I just liked it because it's easier!

Donkey Kong Jr. hit arcades in 1982. As a sequel, it wasn't groundbreaking, and Nintendo sold only a fraction as many as the original. Nevertheless, it mixed up the formula enough to stand on its own. In addition to some platforming, it has a lot of vine-climbing. DK Jr. can climb a single vine or two at once, with his arms spread. He can slide down a single vine quickly, but to ascend quicker, two vines are better. Unfortunately, the vine-climbing is not especially fun, which is probably why this game didn't spawn an entirely-new genre of games called "climbers"!

The story is that Mario has DK in a cage, so his son must rescue him. The opening scene (sadly not included in the NES version due to limited storage capacity) actually shows two Marios! (Maybe the other one is Luigi in Mario's outfit.) Mario keeps unleashing enemies called Snapjaws at Junior. Apparently these are bear traps with eyes, but I always thought they were alligator-like creatures. Anyway, the red ones go up and down vines slowly, but the blue ones are fast and descend all the way to the bottom of the screen. Junior can drop fruit on enemies to destroy them, if you time it right.

Donkey Kong Jr. uses the same weird level rotation system as the original, again with four levels. The first and most common is fairly easy, a mix of platforming and climbing. As in DK, the second is the "boss stage" and has a very similar premise. Instead of removing rivets, Junior must push keys up chains into locks. In addition to Snapjaws, he must watch out for birds. When all the locks are unlocked, the platform Mario is on falls (sweet revenge!). Fortunately, Junior somehow catches his enormous father. In the arcade version, Donkey Kong's massive foot then kicks Mario through the air, but like all the cut-scenes, this is not in the NES version.

The third-most-common stage is very similar to the first stage, but there are some moving platforms and a spring. If you hold down A with the right timing, Junior bounces extra high off the spring and can make it to a higher moving platform. The top half of the level is tricky because of a steady stream of Nitpickers Mario keeps sending. Finally, the rarest stage is this game's equivalent to DK's cement factory. It's like a giant electrical circuit, with anthropomorphic Sparks moving along them.

Donkey Kong Jr., like the original, is tough. The first two stages are okay, but in the second loop, the enemies are fast and many. I've never made it to the third loop in either game (which means I've never even seen the circuit and cement factory stages)

The NES conversion, however, is much easier. Not only do the enemies start out slower, but Junior moves about twice as quickly. Now he can zip between vines to avoid Snapjaws with ease. After playing the NES version, his arcade self feels like he's moving through molasses!

Left: arcade; right: NES

The low difficulty of the NES version means you'll have no trouble clearing all four stages (it uses the Japanese, linear level order). Thankfully, they did manage to squeeze all four levels into this game! The sprites look good, albeit smaller and less colorful.

Donkey Kong Jr. on the NES is a top-notch port of a classic arcade sequel. Its biggest shortcoming is the inherently-limited nature of early arcade games, which is arguably exacerbated by Junior's rapid speed on the NES. On the other hand, the faster, easier gameplay suits the game's "childish" nature.

Grade: B

Gameplay: Fun, but perhaps not for everyone (16/20)
Theme: Compelling, well designed concept and characters (20/20)
Controls: Controls are solid, if occasionally irritating (12/15)
Difficulty: Too easy, little challenge (12/15)
Graphics: Beautiful, well designed graphics (15/15)
Sound: Repetitious and generic (9/15)

Linked Reviews
"Donkey Kong Jr. is an 8-bit outing whose age is starting to show. While charming, it tends to be a bit too rough around the edges."
— Ron DelVillano, NintendoLife, 4/10

"Donkey Kong Jr. is well suited to quick bursts of gaming, but extended sessions can turn tedious quickly."
— Philip J. Reed, NintendoLife, 5/10

"Jr. pushed the genre forward while also presenting a sequel that was very different and a step up from the original in adding the climbing and mechanical elements. This helped establish and popularize more than simply running and jumping in platform games."
— Pat Contri, Ultimate Nintendo: Guide to the NES Library, 4.5/5

"It's a meaningful little piece of Nintendo history, though far less significant in the grand scheme of things than its predecessor. And it's less fun, too."
— Jeremy Parish, NES Works

Stats
Developer: Nintendo
Publisher: Nintendo
Genre: Platformer
Arcade release date: June 1982
NES release date: June 1986
Extend: 10,000
My high score: 32,300

Comments

Popular posts from this blog

SimCity: The OG city simulator still rocks

When I ordered an Analogue Super Nt to begin collecting and playing SNES games, I knew which game I wanted to play first: SimCity. This game hasn't been rereleased since the Wii Virtual Console in 2006! Analogue Super NT SimCity was created by Will Wright as a PC game, published in 1989. Nintendo worked with Maxis to have it ported to the Super Nintendo for their new console's launch. The SNES version is a huge improvement over the original, with better graphics, pop-up advice screens from Dr. Wright, and, most importantly, gifts. But let's start at the beginning. SimCity was the first ever city-simulation video game. Your goal is to build up a city as successfully as you can. You can play however you like, as it is not possible to "beat" the game, but the main achievement is reaching a population of 500,000, at which point your city becomes a "megalopolis." The maps are fairly small (and some have a lot of water), so the only way to achieve this is to h

Rock n' Roll Racing: 30th anniversary

Although not marketed as a sequel, anyone who has played Blizzard's RPM Racing will recognize Rock n' Roll Racing as its successor. They are both isometric racing games with weapons, similar to Rare's classic R.C. Pro-Am on the NES, but Rock n' Roll Racing is the superior game by far. You can enjoy Rock n' Roll Racing solo or with a second player. At the beginning, you choose your racer from six colorful, punky characters: Tarquinn, Snake, Cyberhawk, Ivan, Katarina, or Jake. Each is good at two skills from among acceleration, top speed, cornering, and jumping. Olaf, from The Lost Vikings , is secretly available by holding down L, R, and SELECT while Tarquinn is selected. Olaf is busted because he's good at all four skills! Four characters race and attack one another's vehicles with lasers, missiles, and mines. You begin with only one laser shot per lap. Between races, you can purchase additional shots and upgrade your vehicle's armor, tires, shock abso

Mega Man X: 30th anniversary

Thirty years ago Mega Man X brought Capcom's beloved blue bomber into the 16-bit era, to great acclaim. In a creative twist, Mega Man X (called X for short) is a new robot, not the original Mega Man . As with Super Metroid, Super Castlevania IV , and The Legend of Zelda: A Link to the Past , Mega Man X uses the winning formula of remaking the original NES game but with more and better. Mega Man X, like his predecessor, faces eight robot masters, now called "Mavericks." Instead of "men," they are made in the image of animals: Chill Penguin, Storm Eagle, Launch Octopus, Spark Mandrill (a kind of monkey), Armored Armadillo, Sting Chameleon, Flame Mammoth, and Boomer Kuwanger (a Japanese stag beetle). An opening stage ends with X being defeated by the robot Vile, a henchman of Sigma, who wants to destroy humanity using something called "Reploids" (the Mavericks?). Fortunately, a "Maverick Hunter" robot named Zero jumps in to save X. He encourages