Donkey Kong II (jr55)

Donkey Kong II

7th of March 1983
jr55 box

How to play
A continuation of the famous Donkey Kong story. Mario saved the beautiful girl from Donkey Kong. And now Mario has chained Donkey Kong. Donkey Kong Junior braves snapjaws, sparks and birds, throwing the key which will open Donkey Kong's locks, up to where his papa is held prisoner. Junior opens the four locks holding Donkey Kong one at a time. Operate Junior's movements to save Donkey Kong.

Control Buttons
Upper: Press to get Junior to his starting position. Also to climb vines and chains.
Right: Press to move Junior to the right.
Lower: Press for Junior to descend vines or chains.
Left: Press to move Junior to the left.
Jump Button is pressed to make Junior jump over snapjaws and sparks. Also for his first jump to grab vines and chains.

The beginning of the game
Press the GAME A or B key. The high score will be displayed while the key is pressed. When the key is released, the game starts.
Pressing the ACL switch or removing the batteries deletes the high score from memory.
A game is not interrupted even if TIME key or other GAME key is pressed during game play.
Game A is for beginners and average players. Game B is for the pros. In Game B, it requires more coordination, technique and timing.
Game A: When first key is placed into the lock, the snapjaws and birds on the upper screen disappear, making it easier for Junior to return. (Only bird bird in upper left and snapjaw in lower right corners remain.)
Game B: When key is placed into the lock, the snapjaws and birds remain. Watch out !

When Junior jumps over a spark or snapjaw, score 1 point.
When each lock is opened, points are awarded according to time from the start of the game, from 5 to 15 points.
When all 4 locks are opened and Donkey Kong is free, further 20 points are awarded.
When a lock is opened and Junior returns to starting position with no misses and throws key up, 5 points are awarded.
Maximum display score is 999 points.

When Junior is bitten a snapjaw.
When Junior is hit by a spark.
When Junior is pecked by a bird.

When a miss is made, one Junior vanishes from the screen. Pressing top of 'PLUS' button puts next Junior in starting position. The key returns to start position.
When the last Junior vanishes from screen, game ends.
When game is left for about 5 minutes after game ends, time display returns automatically.

Bonus score
When score reaches 300 points and there is one or two misses, one more Junior is added. If there are no misses when a 300 score is reached, game
goes into 'CHANCE TIME'. Score flashes and all points are awarded at double value until a MISS is made.

Thanks to Andy Cole's Games and Mikael Carlsson's Game & Watch Collection (which is unfortunately no longer online) for the images and information on Game & Watch handhelds.