Date of Release: 7th March 1983
Donkey Kong II is the sequel to Donkey Kong. This time it is Donkey Kong who is captured by Mario. Donkey Kong Jr. wants to rescue his Dad, so he braves snapjaws, sparks and birds using the key he collects to unlock the locks. After unlocking all four locks Papa is freed and the game starts from the beginning.
In Game B, when a key is placed into the lock, the snapjaws and birds remain. Watch Out!.
Highest possible score is 999. When the score reaches 300 and there is one ore two misses, one more Junior is added. If there are no misses scores are awarded double points until a miss is scored.
Cheats and tricks:
One of the biggest mistakes made is that when you get to the locks you have forgotten to throw up the key, so you have to go back all the way down again.
Score 1 point when Junior jumps over a spark or snapjaw. When each lock is opened, points are awarded according to the time it takes from the start of the game, from 5 to 15 points. When all four locks are opened and Donkey Kong is free a further 20 points are awarded. When a lock is opened and Junior returns to the starting position with no misses and throws up a key, 5 points are rewarded.
When Junior is bitten by a snapjaw. When Junior is hit by a spark. When Junior is pecked by a bird. With every miss one Junior vanishes from the screen. With 3 misses, the game is over.
If you hold in Game A or Game B key the highest previous score will be displayed. If the unit is left as it is after game is over, time display will appear in about five minutes. A game is not interrupted even if TIME key or other game keys are depressed during game playing. Pressing ACL switch or removing batteries erases high score from memory.
Issue Differences (click to enlarge pictures)
The table will show how to tell the different Issues that were made:
The battery covers seem to have a number on the back, but they seem to vary a lot and I won't even speculate what the difference is.
Box Variations (Click to enlarge):