Donkey Kong Jr.


Donkey Kong Jr.

CJ-93_Front.jpg (77114 bytes)

CJ-93_Back.jpg (66179 bytes)

CJ-93_Side.jpg (22147 bytes)

CJ-93_Edge.jpg (10580 bytes)


Date of Release: 7th October 1983

Model Nr: CJ-93
Acronym: Color Jr.
Rating: DC3V 0.0002W
Battery: Alkali-Manganese batteries LR44 (or SR44) x 2
Manufactured: Japan
Sold: Less than 250,000 Worldwide
Nr. of players: 1
Lives: 3
Modes: Game A & Game B
Controls: Up, Down, Left and Right Controller. Jump Button.
Other Buttons: Game A, Game B, Time, Alarm & ACL


Donkey Kong Jr. is the same as the Tabletop (CJ-71). You manoeuvre Donkey Kong Jr. in the hope of rescuing his dad Donkey Kong. He gets the key from the left side of the screen and while avoiding birds, leaping of heights using umbrellas and moving up using balloons, he unlocks his dads 4 locks. Each time he opens one lock, he goes back to START to retrieve the key, then sets out again.

Game differences:

Game B requires more coordination, technique and timing.


Highest possible score is 999. When you reach 300 points the misses are cleared and if you don't have any misses, points will double until you do get a miss.

Cheats and tricks:

Luckily you don't get a miss if you drop the key into the water. Don't forget to go back and get another one. You need another one with every lock also.


1 point when Junior jumps from umbrella to balloon. 10 points for opening one lock. 10 extra points for opening all 4 locks. When Junior hits a bird with the coconut he gets 2 points for the first bird, 4 points if he hits two birds, 6 points for three birds, 8 points for four birds and 10 points for the fifth bird. Maximum score for 1 coconut is 30 points.


Junior scores a miss when a bird hits him, when he misses an umbrella or balloon, when he falls with umbrella in the water and when balloon bursts and he falls into water. When you have 3 misses (shown by Juniors in the upper right corner of the screen.), the game ends.

Other notices:

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.





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98 mm (W)
21 mm (H)
146.5 mm (D)


Net Weight:


205g (Including Batteries)


Accuracy of Clock:


Average daily differential within +/- 3 secs. (under normal temperature)


Working Temperature:


10C - 40C (50F - 104F)


Life of the Battery:


Approx. 5 months


Alarm-Set Sign:


Musical notes


Alarm-On Sign:


Mario whistles musical notes when alarm is on




Game A - 685 By Badoshin
Game B - 109 By Torsten Lindh

To see the high scores please go HERE


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):

CGL Futuretronics
CJ-93_Front_CGL.jpg (89815 bytes) CJ-93_Back_CGL.jpg (94933 bytes)


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Pocketsize Ji21






Tric O tronic VideoPoche






Carded Mini Classics














Game Variations:

CGL Futuretronics
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Mini Classic








Shipping Box:

SB_CJ-93.JPG (63003 bytes)
Fits 10 games


Instructions (English):

DK_Jr_CJ-93_Page1.jpg (101426 bytes)

DK_Jr_CJ-93_Page2-3.jpg (145288 bytes)
Index                                                     Page 1
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DK_Jr_CJ-93_Page16.jpg (68400 bytes)


Instructions (Japanese):


Instruction Variations:

Ji21 tricOtronic




CJ-93_Page1_TricO.jpg (22208 bytes)


English (for the Japanese sold games) CSA (French)






Other Paperwork: