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Donkey Kong Wizardry cover art
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Action / ButtonKeyboard Key
D-Pad (Up / Down / Left / Right)Arrow Keys
Button AZ or J
Button BX or K
Button X / Turbo AA or U
Button Y / Turbo BS or I
SelectShift
StartEnter

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🎮 VISUAL CONTROLLER MAPPING & GAMEPAD DIAGRAM Auto-Detect: Active
L1 / LB R1 / RB SELECT START Y X A B RETRO ARCADE
Gamepad InputRetro FunctionKeyboard Key
D-Pad / AnalogCharacter Movement / Steering▲ â–ŧ ◄ â–ē
Button A (East)Primary Action / Attack / FireZ / K
Button B (South)Secondary / Jump / CancelX / J
Button X / YSpecial / Turbo / Extra FireA / S
SelectInsert Coin / Select OptionRight Shift
StartGame Start / Pause GameEnter
Game info: đŸ‘ī¸ 120 plays
Donkey Kong Wizardry
box cover
Game title:Donkey Kong Wizardry
Platform:Arcade
Author (released): Unknown (1981)
Emulator Core:MAME2003_PLUS
Game Manual: 📖 Official Manual (Built-in)
Share Game:
License:Freeware / Abandonware
Available online emulators for Donkey Kong Wizardry:

Different online emulators are available for Donkey Kong Wizardry. Select an emulator core below for optimal performance:

Emulator Core EngineTechnologyMultiplayerGamepadTouchAdsAction / Switch
EmulatorJS (Default WebAssembly) WebAssembly / JSYESYES YESNO â–ļ ACTIVE
Arcade (Recommended) WebAssembly / LibretroYESYES YESNO PLAY ⚡
MAME 2003 Plus WebAssembly / LibretroYESYES YESNO PLAY ⚡
FB Alpha 2012 (CPS-1) WebAssembly / LibretroYESYES YESNO PLAY ⚡
FB Alpha 2012 (CPS-2) WebAssembly / LibretroYESYES YESNO PLAY ⚡
Game description:

Donkey Kong Wizardry is a fan-made ROM hack of the original 1981 arcade classic, built by hobbyist Z80 programmer Paul Goes using the Donkey Kong Hacking Kit disassembly. It keeps the familiar climb up the girders to save Pauline from the ape, but reskins Jumpman and Pauline in a wizard theme and layers a genuinely new mechanic on top of the original game: two limited-use magic spells.

How to play

Move and climb with the arrow keys, and jump with Z, just like the original Donkey Kong. The twist is a pair of spells, each usable only once per board and tracked by icons in an on-screen spell readout: one spell makes Jumpman briefly invincible, the other freezes fireballs and other hazards in place so you can slip past them. Press X to cast whichever spell you still have. The rivets stage has also been changed so that stepping back over a rivet you’ve already cleared plugs it again (though you only score for clearing it the first time), and the first barrel Donkey Kong throws can turn into a special “wild” barrel with a chance to spawn an extra fireball when it bounces off a girder.

Tips

  • Both spells are limited to one use per board, so save them for when a fireball has you truly cornered rather than burning them on the first barrel you see.
  • On the rivets stage, don’t backtrack over ground you’ve already cleared — crossing a plugged gap again refills it and undoes your progress.
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