Donkey Kong Junior (US)
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 cast as the captured victim.
Donkey Kong's son, DK Jr., must rescue his captured father from Mario's clutches by climbing and jumping his way over vines, chains and platforms before he can reach his father. Jr. has to race against time while avoiding the horrible Snapjaws, Nitpickers, and Sparks released by Mario.
Like the original, Donkey Kong Jr. features four different stages, but in the US version, one or both of the middle stages are omitted in the first three levels. In the Japanese and bootleg versions, all four stages are played in their logical order. See Updates below for complete details.
Donkey Kong's son, DK Jr., must rescue his captured father from Mario's clutches by climbing and jumping his way over vines, chains and platforms before he can reach his father. Jr. has to race against time while avoiding the horrible Snapjaws, Nitpickers, and Sparks released by Mario.
Like the original, Donkey Kong Jr. features four different stages, but in the US version, one or both of the middle stages are omitted in the first three levels. In the Japanese and bootleg versions, all four stages are played in their logical order. See Updates below for complete details.
Télécharger Donkey Kong Junior (US)
Contents of the ROM :
Technical
CPU
- maincpu Z80 (@ 3 Mhz)
- soundcpu MB8884 (@ 6 Mhz)
Chipset
- DISCRETE
Display
- Orientation Tate
- Resolution 255 x 224
- Frequency 60.606061 Hz
Controlers
- Number of players 2
- Number of buttons 1
- Kind of controler joy (4 ways)
Clones of Donkey Kong Junior (US)
If you liked Donkey Kong Junior (US)
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Scoring for Donkey Kong Junior (US)
Jump over one opponent : 100 points
Jump over two or more opponents : 300 points
Pick a fruit : 400 points
Hit first opponent with fruit : 800 points
Hit second opponent with fruit : 1200 points
Hit third and subsequent opponents with fruit : 1600 points
On the Chains Stage only :
Push key in lock : 200 points
Jump over two or more opponents : 300 points
Pick a fruit : 400 points
Hit first opponent with fruit : 800 points
Hit second opponent with fruit : 1200 points
Hit third and subsequent opponents with fruit : 1600 points
On the Chains Stage only :
Push key in lock : 200 points
Tips on Donkey Kong Junior (US)
* When you start the game, Jr. will start at the bottom left corner of the Vines Stage. Your job in the first three stages is to navigate him to the key at the top of the screen so that he can progress to the next stage. Here are some strategies for each stage...
* VINES STAGE : This is the first stage of each level.
1) To start out, Jr. 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 slide 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 Jr. over to the far right vines. Climb up and onto 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 L5 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 its name by hosting a springboard at the bottom of the screen. Its purpose is to provide Jr. with a shortcut.
1) Ordinarily, Jr. must jump on the springboard to reach the treetop 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 onto a ledge which is placed directly beneath the point at which 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 Jr. 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) Jr. can only jump up and grab the second hold when it is in its 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 Small 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 Jr.'s feet on the ground, they also pose a danger when they pass overhead. A nervous player may anxiously jump over a Spark only to realize too late that another spark was headed Jr.'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, a Blue Spark will randomly choose one of the four pathways beneath Mario, so cross below Mario with care.
3) The apples 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 Jr.'s last chance to save Papa, so it's now or never.
1) Papa's cage is positioned above a set of six locks, and the keys to those locks are located on chains directly below them. All Jr. has to do is push those keys up and insert them into all six locks and grant Papa his freedom.
2) Blocking his way will be stubborn Red Snapjaws and Large Nitpickers that Mario sends after Jr. The Large 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 Jr. to push up keys two at a time when the chance is available, but that exposes Jr. 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 L5 onward, beware...as in the Vines Stage, Red Snapjaws will regenerate at Mario's feet.
4) Once Jr. unlocks every lock, Papa will come tumbling down and mighty Jr. will catch him before the game starts all over again from the Vines stage at a more difficult level.
* VINES STAGE : This is the first stage of each level.
1) To start out, Jr. 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 slide 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 Jr. over to the far right vines. Climb up and onto 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 L5 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 its name by hosting a springboard at the bottom of the screen. Its purpose is to provide Jr. with a shortcut.
1) Ordinarily, Jr. must jump on the springboard to reach the treetop 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 onto a ledge which is placed directly beneath the point at which 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 Jr. 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) Jr. can only jump up and grab the second hold when it is in its 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 Small 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 Jr.'s feet on the ground, they also pose a danger when they pass overhead. A nervous player may anxiously jump over a Spark only to realize too late that another spark was headed Jr.'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, a Blue Spark will randomly choose one of the four pathways beneath Mario, so cross below Mario with care.
3) The apples 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 Jr.'s last chance to save Papa, so it's now or never.
1) Papa's cage is positioned above a set of six locks, and the keys to those locks are located on chains directly below them. All Jr. has to do is push those keys up and insert them into all six locks and grant Papa his freedom.
2) Blocking his way will be stubborn Red Snapjaws and Large Nitpickers that Mario sends after Jr. The Large 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 Jr. to push up keys two at a time when the chance is available, but that exposes Jr. 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 L5 onward, beware...as in the Vines Stage, Red Snapjaws will regenerate at Mario's feet.
4) Once Jr. unlocks every lock, Papa will come tumbling down and mighty Jr. will catch him before the game starts all over again from the Vines stage at a more difficult level.
Donkey Kong Junior (US) and M.A.M.E.
0.05 [Nicola Salmoria, Gary Shepherdson, Brad Thomas, Edward Massey]
Artwork available
WIP:
- 21st October 2010: 3D ARCADE - New Nintendo 3D cabinet model for Donkey King Jr. from Jibmums.
- 0.143u2: Guru and Tingoes added clone Donkey King Jr. (bootleg of Donkey Kong Jr.).
- 30th June 2011: Guru - After wiring up the Kong Jr. board to JAMMA and testing it I discovered it's an alternative bootleg called Donkey King Jr. It's not in MAME so it'll be added soon.
- 12th June 2011: Guru - I received a Falcon Kong Junior PCB thanks to Tingoes.
- 0.141u2: Derrick Renaud fixed DISCRETE_WAVLOG & DISCRETE_RCFILTER, fixing dkongjr and likely other sounds.
- 0.140u1: Derrick Renaud added DISCRETE_XTIME_xxx logic modules. These allow you to do logic operations on nodes that use x_time anti-alias info. Added the ability to decode x_time to the DISCRETE_BIT_DECODE module. This means you can have an oscillator pass x_time onto a counter, get the counter bits decoded, pass that through the new logic modules and also have them convert the x_time to energy/anti-alaised voltage. Updated Donkey Kong Jr. to use these new modules.
- 0.140: Derrick Renaud fixed discrete audio output is lower pitched than normal in Donkey Kong Junior and clones.
- 0.136u3: Stephane Humbert fixed dipswitches and inputs (after verification of the Z80 code) for clone Donkey Kong Jr. (bootleg on Moon Cresta hardware). Changed description of clone 'Donkey Kong Jr. (Moon Cresta hardware)' to 'Donkey Kong Jr. (bootleg on Moon Cresta hardware)'.
- 0.134u4: Derrick Renaud set Donkey Kong Junior noise clock to a fixed measured frequency (speed optimization).
- 0.134u1: Derrick Renaud optimized DISCRETE_74LS624 making Donkey Kong Junior faster. Couriersud changed dkongjr to uses parallel discrete tasks now.
- 0.133u1: Renamed (dkngjnrj) to (dkongjnrj).
- 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.
- 12th March 2008: Corrado Tomaselli dumped Junior King (bootleg of Donkey Kong Jr.).
- 0.123u4: Changed description of clone '(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. 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.
- 0.116u3: Changed VSync to 60.606061 Hz.
- 0.116: Color generation from schematics (resistor mixer) for Donkey Kong Jr [Couriersud].
- 26th November 2006: Mr. Do - We have a Donkey Kong Jr. bezel, thanks to the loan by Vintage Arcade Superstore and cleanup by Ad_Enuff.
- 0.86u3: Peter 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). Changed description of clones '(Original Japanese)' to '(bootleg)' and '(Japan)' to '(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.
- 0.37b14: Replaced 8-way Joystick with 4-way.
- 0.36b2: Added sample (snapjaw.wav).
- 0.35b6: Replaced I8039 CPU2 with I8035.
- 0.33b7: Changed description to 'Donkey Kong Junior (US)' and clones to 'Donkey Kong Junior (Japan)' and 'Donkey Kong Junior (bootleg?)'.
- 0.33b6: Changed description of clone '(Japanese)' to 'Donkey Kong Jr. (Japan)'.
- 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). 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 [Ron Fries, Dan Boris, Mirko Buffoni].
- 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 [Tim Lindquist, Nicola Salmoria]. Changed parent description to 'Donkey Kong Jr. (US)'.
- 24th September 1997: Dumped Donkey Donkey Kong Junior (Japan?).
- 16th September 1997: Dumped Donkey Kong Junior (Easy).
- 0.20: Donkey Kong Jr. has better colors now [Paul Berberich].
- 0.13: Nicola Salmoria added high score saving to Donkey Kong Jr.
- 0.10: I 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 [Nicola Salmoria].
- 0.09: Better colors in Donkey Kong Jr [Nicola Salmoria]. 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: anyone volunteers to fix them? [Nicola Salmoria].
- 0.08: Colors for Donkey Kong Jr. derived from Kong emulator by Gary Shepherdson.
- 0.05: Nicola Salmoria added Donkey Kong Jr. (Nintendo 1982). Game is playable, has wrong colors and no sound. Control: Arrows = Move around and CTRL = Jump. Known issues: I can't find the color RAM! 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 Jr.
- 8th April 1993: Dumped Donkey Kong Junior (US).
LEVELS: 4
Other Emulators:
* CottAGE
* FB Alpha
* HiVE
* JAE
* JEmu
* JEmu2
* Retrocade
* VAntAGE
Romset: 45 kb / 13 files / 29.4 zip
Artwork available
WIP:
- 21st October 2010: 3D ARCADE - New Nintendo 3D cabinet model for Donkey King Jr. from Jibmums.
- 0.143u2: Guru and Tingoes added clone Donkey King Jr. (bootleg of Donkey Kong Jr.).
- 30th June 2011: Guru - After wiring up the Kong Jr. board to JAMMA and testing it I discovered it's an alternative bootleg called Donkey King Jr. It's not in MAME so it'll be added soon.
- 12th June 2011: Guru - I received a Falcon Kong Junior PCB thanks to Tingoes.
- 0.141u2: Derrick Renaud fixed DISCRETE_WAVLOG & DISCRETE_RCFILTER, fixing dkongjr and likely other sounds.
- 0.140u1: Derrick Renaud added DISCRETE_XTIME_xxx logic modules. These allow you to do logic operations on nodes that use x_time anti-alias info. Added the ability to decode x_time to the DISCRETE_BIT_DECODE module. This means you can have an oscillator pass x_time onto a counter, get the counter bits decoded, pass that through the new logic modules and also have them convert the x_time to energy/anti-alaised voltage. Updated Donkey Kong Jr. to use these new modules.
- 0.140: Derrick Renaud fixed discrete audio output is lower pitched than normal in Donkey Kong Junior and clones.
- 0.136u3: Stephane Humbert fixed dipswitches and inputs (after verification of the Z80 code) for clone Donkey Kong Jr. (bootleg on Moon Cresta hardware). Changed description of clone 'Donkey Kong Jr. (Moon Cresta hardware)' to 'Donkey Kong Jr. (bootleg on Moon Cresta hardware)'.
- 0.134u4: Derrick Renaud set Donkey Kong Junior noise clock to a fixed measured frequency (speed optimization).
- 0.134u1: Derrick Renaud optimized DISCRETE_74LS624 making Donkey Kong Junior faster. Couriersud changed dkongjr to uses parallel discrete tasks now.
- 0.133u1: Renamed (dkngjnrj) to (dkongjnrj).
- 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.
- 12th March 2008: Corrado Tomaselli dumped Junior King (bootleg of Donkey Kong Jr.).
- 0.123u4: Changed description of clone '(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. 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.
- 0.116u3: Changed VSync to 60.606061 Hz.
- 0.116: Color generation from schematics (resistor mixer) for Donkey Kong Jr [Couriersud].
- 26th November 2006: Mr. Do - We have a Donkey Kong Jr. bezel, thanks to the loan by Vintage Arcade Superstore and cleanup by Ad_Enuff.
- 0.86u3: Peter 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). Changed description of clones '(Original Japanese)' to '(bootleg)' and '(Japan)' to '(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.
- 0.37b14: Replaced 8-way Joystick with 4-way.
- 0.36b2: Added sample (snapjaw.wav).
- 0.35b6: Replaced I8039 CPU2 with I8035.
- 0.33b7: Changed description to 'Donkey Kong Junior (US)' and clones to 'Donkey Kong Junior (Japan)' and 'Donkey Kong Junior (bootleg?)'.
- 0.33b6: Changed description of clone '(Japanese)' to 'Donkey Kong Jr. (Japan)'.
- 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). 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 [Ron Fries, Dan Boris, Mirko Buffoni].
- 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 [Tim Lindquist, Nicola Salmoria]. Changed parent description to 'Donkey Kong Jr. (US)'.
- 24th September 1997: Dumped Donkey Donkey Kong Junior (Japan?).
- 16th September 1997: Dumped Donkey Kong Junior (Easy).
- 0.20: Donkey Kong Jr. has better colors now [Paul Berberich].
- 0.13: Nicola Salmoria added high score saving to Donkey Kong Jr.
- 0.10: I 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 [Nicola Salmoria].
- 0.09: Better colors in Donkey Kong Jr [Nicola Salmoria]. 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: anyone volunteers to fix them? [Nicola Salmoria].
- 0.08: Colors for Donkey Kong Jr. derived from Kong emulator by Gary Shepherdson.
- 0.05: Nicola Salmoria added Donkey Kong Jr. (Nintendo 1982). Game is playable, has wrong colors and no sound. Control: Arrows = Move around and CTRL = Jump. Known issues: I can't find the color RAM! 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 Jr.
- 8th April 1993: Dumped Donkey Kong Junior (US).
LEVELS: 4
Other Emulators:
* CottAGE
* FB Alpha
* HiVE
* JAE
* JEmu
* JEmu2
* Retrocade
* VAntAGE
Romset: 45 kb / 13 files / 29.4 zip