______________________________
                      |  __________________________  |
                      | |                          | |
                      | |     DONKEY KONG (GB)     | |
                      | |   FAQ/Walkthrough v1.0   | |
                      | |  Written by Snow Dragon  | |
                      | |         (C) 2003         | |
                      | |   All rights reserved.   | |
                      | |__________________________| |
                      |______________________________|


  = | =================
  = | TABLE OF CONTENTS
  = | =================

  1  Intro
  2  Controls
    2a  Basic Stuff
    2b  Complicated Stuff
  3  Items
  4  Walkthrough
    4a  The Arcade Levels
    4b  Big-City
    4c  Forest
    4d  Ship
    4e  Jungle
    4f  Desert
    4g  Airplane
    4h  Iceberg
    4i  Rocky Valley
    4j  Tower
  5  Credits and Copyrights

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  = | =====
  1 | INTRO
  = | =====

Hello all, and welcome to my 38th FAQ, for the Game Boy port of Donkey Kong. As
you can tell if you've played the game, this is no ordinary port; such a thing
would more than likely be a waste of silicon and computer chips. Rather, this
version of Donkey Kong lets you play through the four original arcade levels,
and then piles a quest containing 100+ levels _ON TOP_ of it, in which Donkey
Kong exacts his revenge by giving Mario the ride of his life, sending him on a
wild goose chase to get back the woman he loves (in this instance, Pauline - we
see that Mario has had many main squeezes over the last two decades).

Due to the fact that this quest is comprised of about 97% new material, Mario's
got some new moves that you'll have to deal with as well. Don't fret, young
one! These things are all discussed in detail in the walkthrough and in the
sections preceding it. No ground has gone uncovered so that you, Constant
Gamer, might derive more use from this FAQ.

If you have any questions about anything that seems to have been excluded from
the walkthrough, you can reach me at my inbox day or night at this address:
[[email protected]]. Only reach me if your question is not addressed
anywhere in this document, and triple-check first to make sure this is the
case. Also be sure to include some subject line related to the problem or game
in question. That's all I ask .... not too much, is it? I thought not.

With those things in mind, let's play Donkey Kong!

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  = | ========
  2 | CONTROLS
  = | ========

In order to prepare for the new quest, Nintendo has endowed Mario with a swell
repertoire of new techniques and ways to get through levels. For people just
getting into the game, I have listed your basic controls in the first section
here, and in the second part there are control schemes for all of the fancier
techniques, like backflips and handstand jumps. Easy enough to comprehend, I
suppose, so let's move on out!


  -- | -----------
  2a | Basic Stuff
  -- | -----------

Pretty much anything only requiring one button press is listed here.

  _
_| |_
|_   _|
 |_|   The D-pad

>> Walk left and right.
>> Climb ladders or vines.
>> Hold Up while on a rope to start swinging. The longer you hold Up, the
  faster you will go.
>> Move the cursor that allows you to place temporary terrain such as roads and
  ladders.
>> Hold Down to duck.

_   _
|_| |_| The A and B Buttons

>> Press A to jump.
>> A also stops the slots and the wheel in the bonus games.
>> A also sets down temporary terrain wherever you decide to put it.
>> Enter levels by pressing A.
>> Press A to confirm menu selections or other choices, such as saving your
  game.
>> While swinging on a rope, press A to let go.
>> Pressing B while standing on certain objects or enemies (e.g. keys, trash
  cans) will allow to pick them up.
>> While holding an object, press B to throw it.
>> If you are holding the hammer, press B to cast it aside.

___   ___
(___) (___) Start and Select

>> Start the game.
>> Press Start to pause the game and bring up a menu with three options:
  * Continue
  * Save+End
  * Record

** Choosing Continue resumes gameplay.
** Choose Save+End to quit the game in your tracks and go back to the title
  screen.
** Selecting the Record option allows you to see all the total times for each
  set of four levels you have played through so far.

>> Press Select to bring up a menu showing your times for the quartet of levels
  that you are currently on.


  -- | -----------------
  2a | Complicated Stuff
  -- | -----------------

That is, the fancy-pants stuff that we all love to do.

We'll discuss the moves in more or less the basic order in which you learn
them.


HANDSTAND
¯¯¯¯¯¯¯¯¯
How to do it: Hold Down on the D-pad to duck, then press the A button.

How to use it: Walking while standing on your hands is rather impractical. This
              technique is best used to deflect objects that are falling from
              a distance and have a trajectory that you are in the direct path
              of. Almost anything can be bounced off of your feet when you
              assume the handstand position, even barrels (HINT HINT).

**Added bonus tip**
If you try to do a handstand while bouncing on a springboard, you'll get a
major boost off of it. Try it sometime!


BACKFLIP
¯¯¯¯¯¯¯¯
How to do it: When you are walking in one direction, tap the other direction
             and press A. If you do it right, you should do a clean, springy
             somersault.

How to use it: In most cases, the backflip is a faster way of jumping from the
              handstand position. Other times, you'll need it to get up to
              certain ledges, because the jumping height of the backflip is
              slightly more than that of the handstand jump (even the good
              one).


HANDSTAND JUMP
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to do it: While in a handstand, press A to jump out of it. This gives you
             more airtime than the standard jump.

How to use it: The normal jump from this position doesn't have much use. If
              you're going for height, just try the one below this one.


IMPROVED HANDSTAND JUMP
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
How to do it: As soon as you go into a handstand, jump out of it. You should
             hear a more dynamic springing sound than you hear when you
             normally bounce out of it.

How to use it: Basically used for getting to ledges that a normal jump can't
              reach.


ROCKET JUMP
¯¯¯¯¯¯¯¯¯¯¯
How to do it: Do the improved handstand jump, and as soon as you touch the
             ground, press A again to do your best jump of all.

How to use it: This is your best tool for getting to ledges you can't reach. It
              comes into play a lot more in the later levels than in the early
              ones, as the cutscene where you learn it leads you directly into
              the jungle world.

With knowledge such as this, you should be well-equipped for the road ahead.

And remember, knowledge isn't power ... APPLIED knowledge is power!

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  = | =====
  3 | ITEMS
  = | =====

Because we're dealing with an expanded quest here, the Game Boy rendition of
Donkey Kong adds a plethora of new items to the roster in addition to the very
traditional hammer. Some of these will help you get more extra lives, and other
such things will help you complete levels and access tough-to-reach areas that
normally are out of Mario's range. In alphabetical order, here's a listing of
every important trinket you'll come across in your 100-level journey.


1-UP HEART
¯¯¯¯¯¯¯¯¯¯
These are found at very few junctures in the game. It's a free 1-up, sitting
there, just waiting to be taken! They aren't extremely special though - you can
easily get a plethora of 1-ups in other places, such as the end-of-level bonus
games or the time tally at the end of a set of four stages.


BONUS ITEMS
¯¯¯¯¯¯¯¯¯¯¯
More than just trinkets that are only good for points, in this game the hat,
the purse, and the parasol all come together as a trio of items wherein if you
get all of them within a single level, you will get to go to one of two bonus
stages depending on whether the ones digit of the timer is even or odd when you
finish the level. There is no opportunity for bonus stages in the arcade levels
or in the Tower.


HAMMER
¯¯¯¯¯¯
The hammer was the only item in the original arcade DK, so it makes sense that
it would live to see the light of day in this port. The hammer's best use is
for killing enemies. Many enemies will take on a quality of rabid fury during
the time that you have the hammer. A key difference between the hammer in this
game and in its predecessor is that now you're not forced to hold it for its
entire duration - you can discard it any time you wish simply by pressing B.


KEY
¯¯¯
This is the first item you are introduced to upon exploring the world outside
the arcade stages. The key is found in every level except for encounters with
Donkey Kong in every fourth stage, and will open the locked door in the level.
Sometimes there is more than one locked door in a level, but you can tell which
one is the real deal by remembering which one Pauline screams "HELP!" from.


SUPER HAMMER
¯¯¯¯¯¯¯¯¯¯¯¯
First seen in the desert world, the Super Hammer is an improved version of the
regular hammer that can break through a certain fragile type of brick. It also
kills enemies in the same fashion as the hammer, so its dual purpose makes it a
far more practical appliance than the normal hammer.


SWITCHES
¯¯¯¯¯¯¯¯
Pulling a switch, as in most games, will have an effect on some other part of
the level - in this game, that usually means opening/closing a door or creating
a floor somewhere. There are all kinds of switches that have individualized
effects depending on what level you're in. Donkey Kong also has switches that
he controls in levels where he is featured sometimes.


TEMPORARY TERRAIN
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When you find an area that your jumping ability or other lack of superhuman
strength won't get you around, these temporary items come in handy. They come
in road, ladder, single block, and springboard forms, and last a few seconds
before returning to their original spots. You can have several on the screen at
once by getting another temporary road/ladder/block/springboard before the
previous one's time runs out.

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  = | ===========
  4 | WALKTHROUGH
  = | ===========

Here you'll find solutions to the puzzles packed into this humble little
cartridge. However, there are often loopholes to be exploited, especially in
the earlier levels where sound knowledge of Mario's more sophisticated
techniques can lead to beating certain levels a whole lot faster. Therefore, in
places where there is a considerable amount of time to be cut from your route
by using special techniques, the solution will be divided into the Regular Way
and the Fast Way.

There will not be a Regular Way and a Fast Way provided when the difference
between the two is merely a matter of getting all the bonus level items or not
(more on those later). I'm usually talking about shaving off 20 seconds or more
when I refer to multiple routes. Also, because of the terminology used in the
Fast Way sections, it's probably best if as a beginner you beat the game once
so that by the time you come back for a second go, you've seen the cutscenes
that teach you all the nifty tricks and you've had time to familiarize yourself
with them first.

Therefore it goes without saying that if you're new to Donkey Kong, play it
safe and take the Regular Way through most levels. If you've beaten it before
and you're looking for ways to spice up the DK experience, try some of the Fast
Ways provided. Fast Ways can be applied to the following stages:

  0-1
  0-2
  0-4
  1-1
  2-3
  5-8
  8-6
  9-2
  9-5

And finally, whenever a new concept is introduced, whether via a cutscene or in
its first appearance in a level, you'll know it by the bombastic header I
created to signify said New Concept. Cutscenes exhibit the moves in action, but
they don't often tell you _how_ to do the moves, and so the main purpose of the
New Concept sections is to give a tutorial on such things. Just to give newbies
a slight edge; experts can skip over this stuff and move on to what they will
consider the real meat of this document (the Fast Ways).

Now, on with the walkthrough!


  -- | -----------------
  4a | The Arcade Levels
  -- | -----------------

Mario begins his quest in search of the ravishing dame Pauline in the four
levels found in the original arcade game. These levels are now over 22 years
old - bona fide classics! Most of them can be conquered via a Fast Way if you
know what you're doing, but if you're new to the game, just take it easy and
beat it the regular way. Anywho, let's get it on.


  LEVEL 0-1: 25 METERS
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
> REGULAR WAY:
 The layout of the level should be familiar to any old-school gamer, and most
 people will start instinctively walking to the right toward the ladders. Note
 that you cannot go up ladders with a break in the middle of them, only up
 completed ladders. Use the hammer along the way if you have a hard time
 leaping over barrels, but remember that you won't be able to move up while
 you've got it. When you get to the top, Donkey Kong will be surprised by your
 presence. He will take Pauline under his arm and climb to the next stage,
 with Mario following suit.

> FAST WAY:
 An experienced gamer is surely aware of the backflip, and here it's the key
 to a simple victory. Walk to the middle of the stage, then do a series of
 repeated backflips until you've reached the top.


  LEVEL 0-2: 50 METERS
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
> REGULAR WAY:
 The two fireballs that come out of the oil drum near the top middle portion
 of the level are bound to hop out to the left, so take the path to the right.
 Also beware the bowls of highly flammable ash that move back and forth on the
 treadmills. If one touches the oil drum in the middle, it'll turn into a
 fireball also. The ladders at the top fold up and down, and you can't climb
 to the top when they've retracted like that. When a ladder touches the belt,
 climb up to complete the level.

> FAST WAY:
 Walk to the left just slightly, then repeat the backflip trick that you used
 in the previous level. Odds are you won't be able to backflip up to the top
 conveyor belt, so just climb up the ladder when it moves up and connects to
 it.


  LEVEL 0-3: 75 METERS
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Climb up the ladder and grab the hat, which is of little consequence at this
time but is still good for a few points. Jump across the ledges to the right,
whether they move or not, then ascend to the main ledge above. Wait for an
opening in DK's spring tossing to move up the ladder to victory.


  LEVEL 0-4: 100 METERS
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
> REGULAR WAY:
 As in the 1981 arcade game, the object here is to walk over the six blocks
 crammed into the rising platforms, thus causing them to disappear as you move
 across them. Here to annoy you in your pursuit of this goal are some very
 ghost-like fireballs. They can be easily dispatched with one of the two
 hammers made available to you, or you can jump over them if you don't want to
 get messy. Once all six blocks are gone, Donkey Kong's throne will collapse,
 and the two star-crossed lovers will rejoin at last.

> FAST WAY:
 This requires impeccable timing, but it can be done. Just like in two of the
 levels before this, it requires knowledge of the repeated backflip. Stand
 under the disappearing block above, then head a _very_ short distance to the
 right and do three backflips. If done correctly, you'll already have half the
 level cleared. Now go to the other side and do the same thing there.

When all six blocks have disappeared, Donkey Kong will flail his limbs futilely
until such time as he falls and is dazed. A platform will bridge the gap
between the couple, and they will meet in a sweet embrace ..... but the primate
below has other plans. Gathering his bearings in a moment of unbridled genius,
Donkey Kong jumps up and destroys the bridge with the sheer force of his jump.
With Pauline in his arms once again, Mario's going to have to go on a 100-level
wild goose chase to get back the woman he loves.

He's cool like that.

What follows is a cutscene displaying the first of many important elements of
the puzzle-like nature of this game. Donkey Kong will squeeze into the door
leading to the Big-City (the next set of stages, in case you weren't aware).
Mario will slam face-first into the door just as it shuts, causing temporary
dizziness. Then, a key will fall from the sky. THIS IS IMPORTANT! I FINALLY GET
TO USE THE HEADER!

______________________
****NEW CONCEPT!!!****
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#1: Using a Key to Open a Locked Door.

The cutscene shows Mario jumping on the key, picking it up, and approaching the
door with it to unlock it. In order for you to pick up a key, all you have to
is jump on it and push the B button. You'll hold the key without having to hold
the B button. To discard it, press B again (it can be used a weapon in this
regard when necessary).

After the cutscene is over, the game will begin dispensing extra lives based on
the total of the times you finished the last four levels on. Confused? Say, for
example, your finishing times for the first four levels were 90, 93, 88, and
82. These four numbers are totalled up, which is the number you see at the top
of the screen during a cutscene. 90, 93, 88, and 82 add up to 353, which will
show up on the screen as 0353. For every 100 seconds you have there, you'll get
an extra life, and you'll get an extra life from any seconds you have left
over. In this model, you'll get three extra lives for the 300 portion of the
number, and then an extra life for the remainder of 53. Four lives in all.
Isn't that nifty?

Also, if the total blinks, that means you set a record for your total times in
a set of four levels. You'll see the number blink every time you beat four
levels the first time you run through the game - don't think it's anything too
special.

At last, let's move on to the Big-City!


  -- | --------
  4b | Big-City
  -- | --------


  LEVEL 1-1
  ¯¯¯¯¯¯¯¯¯
To start, let's get the New Concept out of the way before we go firing off
multiple ways to beat this level. This also gives me a handy excuse to whip
out the dumb header again!

______________________
****NEW CONCEPT!!!****
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#2: The Three Bonus Level Items.

In each of the three levels preceding the fourth-stage bout with Donkey Kong,
you will see icons resembling a hat, a parasol, and a purse. Collect all three
of these and get to the end of a level in one piece and you'll get to play one
of two bonus stages, depending on what the timer reads when you finish the
level. If the timer finishes on an odd number, you'll play slots for 1-ups; if
even, then you'll get to participate in a simple game of 1-up roulette.

1) THE SLOT MACHINE GAME:
Playing the slots for 1-ups is simple. Just press the A button to stop them in
order from left to right. First however, a quick legend:

3 DK's = 5 lives
3 Marios = 3 lives
2 Marios = 2 lives
1 Mario = 1 life
3 hats = 2 lives
3 hammers = 1 life
3 fireballs = 1 life
DK, Mario, hat (in that order) = random amount of lives, ranges anywhere from
                                four extra lives to 99

As for the Marios, they work sort of like the cherries in the slot machine game
from SMB2, except that with the Mario faces, they can be located anywhere in
the three spaces for a 1-up. One Mario ensures a 1-up, two guarantees you two,
no matter where they fall. There is always the chance that you won't score any
lives as a result of this game; however, I find it more entertaining and
potentially profitable than the alternative.

2) 1-UP ROULETTE:
With this game, you're guaranteed an extra life no matter what the outcome, but
it's more fun to gamble at a chance for even more in the slot machine game.
Regardless, here a cursor moves rapidly around the wheel. Press A to slow it
down, eventually bringing it to a halt on a 1-up or a 2-up. Occasionally the
wheel offers a chance for three extra lives.

Now, on with the actual level:

> REGULAR WAY:
 If you stand on the trash can in front of you, you'll find you can pick it up
 as you could a key by pressing the B button. It's better used as a quick
 stepping stone to the next ledge up. Stand on the walking weirdo to boost
 yourself to the hat, then go up the ladder to the left and grab the parasol.
 Continue to the right and jump over the key to get the purse if you're
 interested in the bonus level. Then, grab the key and head to the exit.

> FAST WAY:
 Ignore the bonus stage item tripe and head over to the right side of the
 screen. Do handstand jumps until you're up in the same area as the purse,
 then leap over and grab the key, heading to the exit.


  LEVEL 1-2
  ¯¯¯¯¯¯¯¯¯
______________________
****NEW CONCEPT!!!****
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#3: Hanging From and Swinging From Ropes.

To grab ahold of a rope, jump to it and press Up. This will cause Mario to hang
onto it. Hold Up to begin swinging. You will eventually move faster and faster
until your gums are flapping in the breeze. (Just kidding, but you'll figure
out what maximum speed is rather quickly.) Press A to let go at the moment of
your choosing. It's that simple! You'll notice that in the first level, the
poles holding the ropes have steps on them. This means you can climb them like
a ladder. Not all poles have these nifty steps!

Head over to the right to grab the key, then make the necessary jumps to the
left. You'll notice at the ledge with the ladder that you can't just jump that
high. Easy solution: toss the key up to the ledge, then climb the ladder and
grab it again. If you don't grab the key in time, it will return to the spot
where you originally picked it up. You can tell when it's about to go back to
where you got it - it will start flashing.


  LEVEL 1-3
  ¯¯¯¯¯¯¯¯¯
If you want the hat guarded by the two fireballs, eradicate them with the
hammer. If not, head to the left and climb up the pole steps. Note that you
can't pick up the trash can - there's a hidden entity inside that has possessed
it! Hop to the right, pick up the key, and ride the moving lift. To avoid the
wrath of the electrical spark moving along it, jump off to the right as soon as
you hop on it to reach the door.


  LEVEL 1-4
  ¯¯¯¯¯¯¯¯¯
In your first non-arcade bout with Donkey Kong, his method of tripping you up
will be to stomp the ground, causing numerous pieces of debris to fall from the
sky and flatten you. Whenever he jumps, you jump also in order to keep your
balance. Not doing so keeps you planted on the ground, most likely in danger of
being turned into a road waffle. This is a simple exercise in point-A-to-point-
B platforming if you take away all the falling junk, so treat it as such,
remembering to jump whenever DK's feet meet the ground.

Afterward, you'll be treated to a cutscene in which Mario creates a temporary
road over a pit using an arrow tool. This comes very heavily into play during
the next set of levels.


  LEVEL 1-5
  ¯¯¯¯¯¯¯¯¯
Either climb down the ladders or fall down to the temporary road icon below,
represented by a horizontal arrow pointing both ways. Now, read below to see
how to use it (and its identical cousin, the ladder).

______________________
****NEW CONCEPT!!!****
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#4: Placing Temporary Roads and Ladders.

Placing a road is a simple affair. Just position the cursor where you want the
road or ladder to go, and press A to watch it fill in the gaps. When you create
a road or ladder, a dotted-line square will be where you originally picked up
the icon; the road or ladder will not go past this dotted-line square if it is
in its path, nor will it go past one of the bonus stage icons (hat, purse,
parasol) if it runs into one.

For the first of the roads in this stage, make it span the pit to the left of
the ledge you just fell on/climbed down to.

Walk across and head up the ladders on the left side to the key. Pick it up and
make a road that bridges the gap between your side and the exit door.


  LEVEL 1-6
  ¯¯¯¯¯¯¯¯¯
Get the ladder icon to the right and put in the chamber above you, preferably
next to the purse if you're aiming for a bonus stage. (Be sure to avoid the
fireball walking the perimeter of the chamber.) Grab the 1-up if you feel it's
necessary, then create a ladder that allows you to climb down the long chasm.
Next you'll come across a road and a ladder - mercy! Not a difficult situation,
however, especially since they give you the road first as a way to keep you
from doing anything stupid. The placement of the road and ladder should be
fairly obvious at this point.

As a side note (since this is the first level where you can witness this), if
you finish a level with more than 150 seconds left on the clock, Mario will pop
back in and shut it before heading to the next stage.


  LEVEL 1-7
  ¯¯¯¯¯¯¯¯¯
Jump on the rope and have a swing if you want the hat, but take the ladder if
you just want to get down to business. Put the temporary ladder somewhere below
the parasol (umbrella) icon and to the left so you can get down into the nook
where the moving platform is. Grab the road and place it in a position that
will allow you to get to the exit without a hassle, then pick up the key and
ride the lift. Walk across the road you made and hop to the door before it (the
road, not the door) disappears.


  LEVEL 1-8
  ¯¯¯¯¯¯¯¯¯
This is the first of many stages in which you will confront Donkey Kong
physically by throwing the barrels that he throws at you at him. Subsequent
worlds will add elements that make the ordeal more difficult (such as wind or
springboards), but for now all you have to do is wait for DK to throw a barrel
down or roll it your way. When a barrel lands right-side-up, pick it up as you
would a key, jump up the series of platforms there, and throw it at him. Three
barrels will do the trick, and he will grab Pauline and make off with her,
leaving Mario stranded for the time being.

While I'm thinking about it, I think it bears worth mentioning not to ever come
into contact with the gorilla himself. It's worth risking if you have a buffer
of about 20 lives or so, just to see Mario get manhandled by the primate.
However, the experience will be a lesson to you that if you're going to dare to
approach the big ape, do it with a barrel lifted proudly above your head.

After your four level times are tallied up, you'll see a cutscene in which DK
removes a bridge by pulling a switch, and Mario makes it come back by pulling a
switch on his side. Switches factor very heavily into the next area - the
Forest. Save your game and move on.


  -- | ------
  4c | Forest
  -- | ------


  LEVEL 2-1
  ¯¯¯¯¯¯¯¯¯
Climb up the two ladders to your immediate right to find yourself confronting a
switch.

______________________
****NEW CONCEPT!!!****
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#5: Switches.

As with most switches you find in video games, in the Game Boy Donkey Kong a
switch will have a unique effect on one aspect of a level. To grab onto a
switch, hold the B button, then press either Left or Right on the D-pad
according to which way the switch will move. Here, you'll see it creates a
bridge to the key to your left. Go grab that.

Head all the way to the right with the key and go down the left, then return to
the beginning of the level where the door is.


  LEVEL 2-2
  ¯¯¯¯¯¯¯¯¯
The switch located above you at the beginning of this stage has opposite
effects depending on which way you pull it, and when it's positioned in the
middle as it is at the beginning, nothing moves. Climb up and pull it to the
right. Ride up the lift farthest to the right and grab the key.

Make your way back to the bottom where you started with key in hand, and bounce
on the springboard to the switch. Set aside the key for a moment and turn the
switch to the left. As you can see, everything will start moving in the
opposite direction. Get on the elevator to the left and stand near the left
edge of it (lest the annoying insectoid monster try to touch you), then hop up
the steps to the door.


  LEVEL 2-3
  ¯¯¯¯¯¯¯¯¯
> REGULAR WAY:
 Jump up and make your way to the ledge moving up and down on the conveyor
 line. Pull the switch to make the door below open, then grab the key and take
 it to the door next to it. The ladder is only necessary if you want the hat
 to complete the bonus stage triad, and frankly, it's not really worth it
 considering the two seed-spitters you have to go through to get to it.

> FAST WAY:
 While Pauline is screaming "HELP! HELP!", hold Left. You'll walk into the
 ladder once the action starts. Place it under the door that separates the key
 from the exit. The door won't close all the way with the ladder under it, and
 you will have ample time to grab the key and make a break for the exit.
 Executed properly, the level takes about four seconds when done this way.


  LEVEL 2-4
  ¯¯¯¯¯¯¯¯¯
This match with the Kongmeister is most reminiscent of the first level of
Donkey Kong Jr. As such, Mario controls a lot like the baby ape who couldn't
withstand the effects of gravity. He can ootch his way up one vine pretty
slowly, but if he's clinging to two, he climbs a lot faster. Similarly, he goes
faster down one vine than down two of them. Go through the motions and you'll
do fine.

After you beat this stage, you'll see a cutscene where Mario deflects barrels
that Donkey Kong throws at him by standing on his hands. Since you'll have to
put this move to applied use fairly soon, I'll go ahead and explain it here.

______________________
****NEW CONCEPT!!!****
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#6: The Handstand.

The handstand is an easy move to accomplish. Simply hold Down on the D-pad to
duck, then press A to go into a handstand. Mario can deflect falling objects
with his feet from this position, such as the barrels that Donkey Kong throws
at him. Press A to come out of the handstand. As a bonus, you'll jump a little
higher than you normally would.


  LEVEL 2-5
  ¯¯¯¯¯¯¯¯¯
Instead of swimming in the water and facing the danger of piranhas in the briny
depths below, how about using that new handstand trick instead?

Jump to the thin block next to the spikes, then go into a handstand. As soon as
you're in it, jump and hold Right. (If you jump as soon as you execute a
handstand, you'll get a bigger jump than if you stay in the handstand for a
while and then jump. My, I've said "handstand" a lot in this paragraph. I have
no synonyms for it.)

That said, take a dip in the pond and grab the temporary road. Make it span the
length of the gap from the plateau with the key to the exit door (which you
began the level standing near). Take the key and walk across the road to the
exit before the road expires.


  LEVEL 2-6
  ¯¯¯¯¯¯¯¯¯
Pull the switch once to create bridges, but then don't bother with it anymore.
It's too confusing to figure out what to do with it in correlation with the
speedy ladybugs. If one gets in your way, resist it and walk against it until
its natural path moves it out of your way. The goal is to get to the top and
get the key, and if you do that, you're on Easy Street.


  LEVEL 2-7
  ¯¯¯¯¯¯¯¯¯
There's an intricate process to this level which makes it kind of tough, but if
you'll bear with me, we can get through this. Go over to the switch to the
right and pull it to release the menagerie of insects in the encasement above.
At the same time that the floor opens up, a door will close nearby. See it? You
want a ladybug to get itself circling around that L-shaped ledge created by the
closed door. Then, when it's above the door, pull the switch again. The ladybug
will be walking around an I-shaped column. This is what you want.

Now, go left and cross the floor made by the switch to the ladybug. Whether it
is moving counterclockwise or clockwise doesn't matter, because there are
places on either side where you can jump on top of it. Ride the ladybug up to
the top and go to the left. Fall down and duck to move left under the conveyor
belt (don't stand up though - those spikes are dangerous). Climb up the ladder
and grab the key, then take it down to the conveyor belt below. Stand facing to
the right when you're forced against the wall and toss the key, then duck so
that you go through the treadmill before the key does. When the key comes out,
pick it up and exit the level.


  LEVEL 2-8
  ¯¯¯¯¯¯¯¯¯
Approach the block to make it fall, but don't get so close that you get crushed
by it (resulting in a death scene that's only funny the first time around).
Stand on it and ride it up; you want to get high enough to jump to the highest
of the three moving ledges. From there, hop to the vines and stay high enough
to avoid the springs that DK tosses at you. Jump off the vine when there's an
opening and climb the ladder to victory.

The cutscene that follows shows Mario escaping the wrath of a charging gorilla
by way of a quick and easy backflip.

______________________
****NEW CONCEPT!!!****
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#7. The Backflip.

You may have done this accidentally already; if you have, now you know how to
do it for real!

While you're walking in a given direction - let's say for the purposes of this
model that you are walking right - press the opposite direction and then,
almost immediately after turning around, press A. So if you're walking right,
you would turn left, press A a split-second later, and perform a somersault!
It's really easy to do once you get the hang of it. It doesn't come into play
during these next levels with any degree of necessity, but it is a nifty thing
to know and can make certain levels move a whole lot faster.


  LEVEL 2-9
  ¯¯¯¯¯¯¯¯¯
This level is only difficult if you count the chicken dropping eggs on you from
above as "difficult." Other than that, it's a breeze. Get the road and span it
so that it hits the parasol icon to the right. This gives you easy access to
the switch above, which will reverse the direction of all the elevators on the
screen. This makes the trip down with the key a lot easier.


  LEVEL 2-10
  ¯¯¯¯¯¯¯¯¯¯
This level will mark your first encounter with the mice with giant ears, who
look kind of like what would happen if you transplanted the heads of the Biker
Mice from Mars onto a pair of tennis shoes. In any case, any sudden movements
like jumping will wake them up, causing them to charge at you. Jump over the
first one of this sort, then repeat until you get to the top. You'll have to
throw the key up to the ledge with the locked door before you go up the ladder.


  LEVEL 2-11
  ¯¯¯¯¯¯¯¯¯¯
Go to the right and get the temporary ladder, then set it up to your right. It
will expand to a point beyond your field of vision, but when you climb up, you
will realize that it leads to the key. Go left once you're at the top and grab
the key. From there, carefully make your way back to the exit along the moving
ledges.


  LEVEL 2-12
  ¯¯¯¯¯¯¯¯¯¯
Springboards make the barrel tossing a little tougher this time around, but
you'll do well to use the handstand technique you learned earlier in order to
speed up the process of killing him. Ignore the first two barrels he chucks -
they're headed offscreen anyway. The rest of them roll conveniently near you
and are easy to pick up and chunk at him. Just like in the Big-City, three hard
hits will do him and lead you on to your next area - the Ship. The cutscene
makes a show of swinging on ropes and whatnot, but you already know how to do
this from previous stages.


  -- | ----
  4d | Ship
  -- | ----


  LEVEL 3-1
  ¯¯¯¯¯¯¯¯¯
This is a simple stage that will either take a long time or a short time
depending on whether or not you decide to chase after all the bonus stage
criteria or not. (If you ask me, the spoils aren't worth the hunt.) Focus on
going up the ladder, riding the mean-faced block dude across the spikes, and
finding a temporary road near a diagonal rope.

When positioning this road, you will notice a block dude on the lower half of
the screen walking back and forth across from a pit of spikes. Place the road
so that he walks across it and onto the bed of spikes. The road will disappear,
leaving him to walk across the spikes only. This allows you to jump on his head
and get the key, which you can then take to the exit.


  LEVEL 3-2
  ¯¯¯¯¯¯¯¯¯
The long way around is only good for if you want the bonus stage materials, so
we'll pretend it doesn't exist in the interest of getting straight to the
solution. (By all means go ahead and get these items if you want, though.) When
the knight-type guy pushes you off the ledge, then do a handstand and get on
the left side of him. This will allow to climb up the almost-invisible ladder
on the far left side of the screen.

Now you need to rope up to the key, but don't swing up at maximum speed or you
will overshoot your mark. Swinging five or six times ought to give you the
momentum you need to reach the key. Drop down after you have it (you'll roll
and drop it, just pick it back up and keep on truckin'), then move right and
toss it to the ledge where the door is. Climb up the ladder yourself and
recover it.


  LEVEL 3-3
  ¯¯¯¯¯¯¯¯¯
Same scenario here as in the last level; get on the other side of the knight
and let him shove you to where you need to go. Be sure to duck so you don't get
crushed, and before you know it you'll be on the other side. Ride the lifts up
to the key. Here you will find a temporary block, which works exactly like the
temporary roads and ladders but comes out as just a single block. Place it to
the right somewhere where it will allow you to jump and it and toss the key up
to the ledges above.

This level will also teach you about the wiles of fake doors. Sometimes there
may be multiple doors in a level or even a hidden one that Pauline is trapped
behind, but you can always tell which one is the real deal by remembering which
door she screamed "HELP!" from. In this case, it's the door on the far left.


  LEVEL 3-4
  ¯¯¯¯¯¯¯¯¯
Wait for the big boulder to come crashing down before you make any rash moves.
When it's down, ride it up and catch a ride on one of the two platforms moving
in a circle along the guided path. You will notice, on the other side, two
boulders guarding the switch that you need to get to. Surely you'll be crushed
if you attempt to get through them in their current state, so go all the way up
and pull a switch to create a barrier so that the boulders don't crash down on
the treadmill.

This frees you up to go pull the other switch, which opens up the door that
leads to Pauline. Now it's just a matter of making it back to that area without
dying. A tall order indeed, but manageable. It's a lot easier if Donkey Kong
pulls the switch so that the boulder is falling on the switch-created floor
instead of all the way down to the floor below (you can get crushed easier the
latter way). Step into the area where you opened the final door to complete the
level.

A subsequent cutscene shows a handstand which offers a higher jump than usual.
I've elucidated on this point once already, but in case you didn't catch it the
first time: you'll get a bigger boost out of a jump from a handstand if you
come out of the handstand as soon as you go into it. There's a difference in
sound effects that allows you to discern between the two jumps, also - the
bigger boost is marked by a more dynamic, layered sound effect, as opposed to
the smaller boost which is characterized by a weaker sound.


  LEVEL 3-5
  ¯¯¯¯¯¯¯¯¯
A straightforward level right here, made easier now that you've mastered almost
all that the handstand has to offer. Bounce up to the ledge to the right and
cling to the upper rope, the one that looks like the top half of a trapezoid.
Swing to the top and climb to the key, which of course you need to grab, then
walk to the left and ride the elevators down to safety.


  LEVEL 3-6
  ¯¯¯¯¯¯¯¯¯
Here's a good test in working with multiple roads and the time limit implied by
them. The road to your right and the hat to the left are cleverly placed in
such a way that you can't use the road to get to the ladders nearby, thus
ensuring that you take the long way around. Boo-urns.

That said, grab the road to the right and place it as a bridge so that the
scuba diver dudes above walk across it. While the time ticks away on that road,
head over and climb up the long ladder to the far left, then drop off to the
left to hit the road. Place it above the other bed of spikes that hasn't been
covered yet.

You'll have to make quick tracks here, especially if you roll, which will take
precious time away from you. (A handstand jump might work better if you're
having trouble getting up the ladder and across the road after rolling from
falling off the ladder.) When you finally get across and are able to get to the
key, things should be easy as pie.


  LEVEL 3-7
  ¯¯¯¯¯¯¯¯¯
Climb up the ladder and jump to the switch that's in your sights. Pull it to
create a floor that the knight guy below can walk on. When he's on the created
floor, pull the switch again and make him fall. Head down to his level and let
him push you through the narrow area, remembering to duck so that you don't get
turned into a flapjack. Once on the other side, create a ladder allowing you to
move up and pull the switch to open the door guarding the key. Head to the
exit.


  LEVEL 3-8
  ¯¯¯¯¯¯¯¯¯
This is where the handstand will work wonders for deflecting barrels. Instead
of waiting for barrels to come to you and then going all that way just to score
one hit, go up near DK and use the handstand to put barrels right-side-up. This
will make the battle move a whole lot faster, and you'll be able to rack up
more 1-ups as a result.

The cutscene transitioning into the jungle leads us into our next.....

______________________
****NEW CONCEPT!!!****
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#8: The Rocket Jump.

The rocket jump is an extension of the boost you get from jumping immediately
after doing a handstand. Jump immediately out of a handstand to get the bigger,
more dynamic boost, then when you touch the ground, jump again at that moment.
You will sort of a rocket noise, and if done correctly, Mario will be in sort
of a "ta-da!" pose upon finishing. This is the last of the handstand techniques
to learn; you have now mastered the Zen of handstands. The world is at peace.


  -- | ------
  4e | Jungle
  -- | ------


  LEVEL 4-1
  ¯¯¯¯¯¯¯¯¯
Another simple level, but this one makes more use of vines than you're
accustomed to right now and introduces the concept of a temporary springboard,
which works just like the roads and ladders and individual blocks you've seen
up to now. Move across vines by holding Left, then when there's nothing left to
grab onto, press A to jump off the vines.

Grab the key and drop to the ledge just to the left to get the portable
springboard. Place it on top of the spikes directly parallel to the parasol;
this position will allow you to get to the exit with minimal hassle.


  LEVEL 4-2
  ¯¯¯¯¯¯¯¯¯
This level is extremely easy. The only things that make it difficult are the
seed-spitting plants and the fact that all the conveyor belts resist your
forward movement instead of facilitating it. Stay attached to the vines to
avoid the seeds and make your way to the top.


  LEVEL 4-3
  ¯¯¯¯¯¯¯¯¯
Instead of traditional vines, this level uses monkeys' tails which hang below
the platforms. To grab onto one, reach out so that Mario is wiggling around
looking for something to latch to. When you have a monkey's tail, it will begin
whimpering. Transfer yourself over to it, and voila! You've got a vine and a
mode of transportation rolled in one! With this knowledge, the rest of the
level is a cakewalk.


  LEVEL 4-4
  ¯¯¯¯¯¯¯¯¯
Introducing Donkey Kong Jr.! This rotten little scamp, who is always penned up
or placed out of reach so you can't throttle him (unfortunately), loves nothing
more than to make trouble for you. This stage is a basic introduction to his
aggravating mischief and isn't terribly complicated. To deflect the springs
that Daddy Donkey Kong throws, simply assume the handstand position. All in
all, another breeze. (Note that another factor that adds to DK Jr.'s annoying
nature is the fact that he will sometimes dance a jig instead of flipping the
switch at times when it would be very convenient for him to do so.)

The cutscene at the end will make you aware of poison mushrooms, which shrink
you and inhibit you from doing a lot of things, such as hanging onto vines or
making any jump beyond a normal one.


  LEVEL 4-5
  ¯¯¯¯¯¯¯¯¯
The vines to the right hang low enough for you to attach to, so head up and up
to the very top of the level. Follow the natural path of the vines all the way
around to the key. The main things to avoid here are the bats, which will start
sucking your blood dry if they catch you. You'll be immobilized when this
happens, so make sure it doesn't happen from too high up, as it can lead to a
fatal fall. When you have the key, come down a few ledges, then throw it to the
ground and speed down a vine before it disappears.


  LEVEL 4-6
  ¯¯¯¯¯¯¯¯¯
Meticulous attention to detail is required here, so pay attention. You'll see a
series of individual temporary blocks to the far left. The blocks forming the
bridge above you crumble when you step on them, so you're going to need to be
able to cross the bridge twice. Get as many individual blocks as you need
(three should do) and space them about four squares apart, jumping to each one
like a stepping stone on your way to the key.

Once you have the key, head back, jumping along the bridge in case you drop the
key for too long and need to make a return trip. Get an individual block and
use it to hop up to the insectoid ledge so you don't have to throw the key. The
next part is what makes the level so difficult.

There's no way you're going to get through a swarm of bugs that are moving that
quickly, so position a tiny block in the gap between ledges, and DOWN one
space. (This relies heavily on luck, so bear with me.) Hopefully, one of the
bugs will be on the block when it disappears and will fall way down below. If
this is the case, you're free to go. If not, repeat until it works. From there
it's easy to complete the level.


  LEVEL 4-7
  ¯¯¯¯¯¯¯¯¯
Now you're not just encountering Donkey Kong Jr. in boss levels, but in
everyday puzzle-solving! Holy moly! His job here is flipping a switch that
turns certain floors on and off. Combine with the Biker Mice from Mars heads
and you have .... well, a pretty easy level nonetheless. Climb up and distract
the heads from their slumber by jumping once, then jumping again when they
charge you. Wait for Donkey Kong Jr. to turn on the floors at the top so you
can get the key, then move over to the exit.


  LEVEL 4-8
  ¯¯¯¯¯¯¯¯¯
This level would be the easiest Donkey Kong experience yet if not for the
voodoo mushrooms he rolls out and throws at you. Do a boosted handstand jump up
to the moving platform and wait for a delay in the throwing of the mushrooms
that will allow you to climb the vine to the right without being pygmyfied.
(You can't climb vines or do fancy jumps if you're a midget.) Avoid the
mushrooms and head to the plateau of victory.

______________________
****NEW CONCEPT!!!****
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
#9. Discarding the Hammer.

The cutscene following this level is short but gets a good point across. To get
rid of the hammer at any time while using it, just press the B button. This is
convenient if you don't want to hold it for its entire duration, and is even
necessary in certain areas.


  LEVEL 4-9
  ¯¯¯¯¯¯¯¯¯
Go to the right and up the ladder, then make your way to the left along the
monkey tails. Go all the way up the ladders at the far left and you'll find a
switch that activates the door above. Open the door and ride one of the monkey
tails over the gap until you're close enough to the next ledge to jump to it.
At that time, head to the right, take the drop and pull the switch that will
activate the floor above. When one of the monkeys is standing on it, pull it
again to make him fall. You can now ride his tail over the bed of spikes to the
left.

Also, the door that was blocking the key is now open, so you can go in, take
it, and make your way to the exit.


  LEVEL 4-10
  ¯¯¯¯¯¯¯¯¯¯
The key is conveniently located all the way to the right next to a frog who
looks as though not all the lights are on upstairs, if you get this author's
drift. He serves a very useful purpose, however, and that is to launch you into
the air when you stand on him, thus allowing you to reach higher ledges. This
is a really easy level, and it moves even faster if you don't fiddle-fart
around trying to get all the bonus items.


  LEVEL 4-11
  ¯¯¯¯¯¯¯¯¯¯
Here's yet another extremely easy one, in the sense that it's easy if you don't
get hit by any of Donkey Kong Jr.'s smallifying fungi. You might want to get
shrunk if you want all the bonus stage items in the level; being small and then
standing on the frog allows him to jump even higher than normal. (A switch
placed in the room can help you get out.) The key is at the very top to the
right, and the door is just across from it.


  LEVEL 4-12
  ¯¯¯¯¯¯¯¯¯¯
Only deal with the barrels that DK throws to his immediate left and right. When
they land, climb up the appropriate vines, grab one, and hit him. Note that any
time you hit him, a poison mushroom will pop out in an attempt to make you
tiny. Don't let these come into contact with you, and you'll do fine.

When the round is over, you'll be introduced in a cutscene to a new item, the
Super Hammer, which can break through certain blocks as well as kill enemies.
Like the regular hammer, it can be discarded with a simple tap of the B button.


  -- | ------
  4f | Desert
  -- | ------


  LEVEL 5-1
  ¯¯¯¯¯¯¯¯¯
This level is nothing more than a simple introduction to the Super Hammer. Grab
it and plow through the wall to your immediate right, then toss it at the
ladder and climb up. You'll grab it while up there. Keep moving up while
crushing bricks with it and the other one provided near the top. Once a
reasonable path is cleared out, grab the key and head left to the blocks that
fall when you stand on them. They will lead you down to the exit.


  LEVEL 5-2
  ¯¯¯¯¯¯¯¯¯
Follow the path to the right once you climb up the ladder to the left. You'll
eventually come to a Super Hammer guarded by two zombie-like mummies. Grab it
and make your way in a zigzag pattern down to the key, first using the ladder
and then the vine to the right of it (of course, you'll have to throw away the
Super Hammer each time and then beat it to the bottom of wherever you're
headed). Crush the blocks that stand between you and the key, and kill the
skull that releases bones from the crack in its (......head?) if at all
possible before making your exit.


  LEVEL 5-3
  ¯¯¯¯¯¯¯¯¯
Climb up the ladder you start next to and get the temporary road. Where there's
a ladder that doesn't quite get down to the ground, place the road just below
it so that you can backflip up there and go up it to the switch there. Pull
that switch to the right to make the elevators to the right go down. This has
far-reaching consequences that will help you in just a minute.

When the road disappears, go down and to the lower-right corner of the level.
The exit door is there as well as a temporary ladder. Make that ladder complete
the one nearest to you on the left, which should lead up to the key. Grab the
key and head down the small stones to the right. Easy level, another one in the
bag.


  LEVEL 5-4
  ¯¯¯¯¯¯¯¯¯
The conveyor belts, folding ladders, and debris from Donkey Kong's earth-
shattering jumps combine to give this level a strong element of challenge.
Still, the entirety of the stage fits into one screen, so it's not like you
lose too much ground if you're caught off guard and immobilized by a big jump.
Use handstands to deflect the falling garbage if necessary.

By the way, I've tried a million times, and you simply CANNOT do the stunt as
seen in the animated skit at the end of this quartet of levels. It seems to be
nothing more than a theatrical stunt cobbled together from several bits of
animation. It's kind of funny, still.


  LEVEL 5-5
  ¯¯¯¯¯¯¯¯¯
Another one-screener, but this one requires a strong sense of good timing. Go
up the ladder and head across to the left, eliminating the monsters from way
back in Big-City if you think they'll be in your way. Once at the key, here's
what you need to do: bounce up to the moving platform, face right, and toss the
key onto the conveyor belt. It will be transferred over to the exit door's side
for the time being. Run as fast as your plumber feet will carry you to the key
and grab it before it returns to its original position. Like I said, it's all
in the timing.


  LEVEL 5-6
  ¯¯¯¯¯¯¯¯¯
Obtain the Super Hammer and crush the two sets of crushable bricks you see. You
won't want to hang onto it, so cast it aside when it's outlived its purpose and
get to the conveyor belt in the middle of the level. Return to the top and grab
it again to control the fireball population over to the left on the belt. They
are in the way of the all-important switch that opens the path to the exit
door. Take the key that way when you've opened it up.


  LEVEL 5-7
  ¯¯¯¯¯¯¯¯¯
To your right is a makeshift staircase. Climb it by jumping, but don't get the
key at the top yet. For now, climb down the long ladder (avoiding cannon fire
as you descend). Clear out a path to the exit using the Super Hammer, then once
again head up the large block staircase. You can get up there by using the
temporary block to the right or doing a simple backflip. Either way, this time
you need to get the key and bring it back down to the exit.


  LEVEL 5-8
  ¯¯¯¯¯¯¯¯¯
> REGULAR WAY:
 This stage is somewhat reminiscent of the original arcade game's very first
 level, but with a certain symmetry to it. This level can easily be beaten
 without facing the danger of fireballs as long as you move fast and stay on
 the right side of the level. As you can see, the very last ladder on the left
 is broken, and I sympathize with anyone who got up that far only to realize
 that. The hammer should not be necessary.

> FAST WAY:
 With stylish finesse and grace, jump on the oil drums and to the right, then
 do a series of backflips all the way to the top of the level in the fashion
 of that very first stage (if in fact you completed it that way). You will
 have to do a regular jump at the top to register complete victory.

The cutscene shows you how to kill two enemies by chucking one at the other,
but I'm pretty sure you figured this out on your own already.


  LEVEL 5-9
  ¯¯¯¯¯¯¯¯¯
This level is all about knowing how to pull the switches, and which ones should
be pulled, and which ones shouldn't. To start, pull the one at the top of the
ladder next to you. It will make the lifts to the left move down, which is
ironically the last part of the level. You're sort of working from the end and
going back. Work with me here.

Go up the tall ladder next to you and pull the switch to make the two floors up
here disappear. The boulders will begin falling to your level. Down and to the
right is another switch. This one will open the gate to the key. Pick it up and
ride up the elevators to the far right.

Return to the switch that made the two floors disappear, then return it to its
original position and make them re-appear. Toss the key up through subsequent
tiers until you're at the top. Once at the top, take it to the left (making
sure you don't get crushed .... you don't want to do all that work for nothing
now!) and down the lift that you made go down at the very beginning of the
level. You're on your way to an easy victory.


  LEVEL 5-10
  ¯¯¯¯¯¯¯¯¯¯
Here we have a stage that involves a LOT of temporary road-age, ladder-age, and
springboard-age at once. There are only these tools to get you and the key from
the ground to the top of the level. Start by setting up the road as low as
possible, but above the road/ladder/spring icons. Set the springboard on the
ground and bounce on it. Toss the key up to the next level at the highest point
you can, then set up a ladder so you can climb up there.

Once on this temporary second floor, grab the road before the others all fade
away and leave you to fall. Again, set it above the temporary icons but as low
as possible. Toss the key up to the third tier and then climb up the ladder you
make. Finally, one last springboard will help you get to the exit.


  LEVEL 5-11
  ¯¯¯¯¯¯¯¯¯¯
Here's a slightly more complicated one, involving something you've not yet
tried out; blocking an opening/closing gate with a temporary individual block.
Drop down a little bit so that you can see the open gates below, and stick a
temp block in one of them. With the block jamming the gate, go down and pull
the switch. Only one of the doors will open. This is what you're after. You'll
now see that you can get to the key and the exit door. Grab and throw as
necessary.


  LEVEL 5-12
  ¯¯¯¯¯¯¯¯¯¯
The only change here is that the barrels are now replaced with sarcophagus
heads, and the heads now walk. Pick them up before they toodle off into the
abyss. The usual three hits will do the big ape in. Isn't this getting old by
now? Really....


  -- | --------
  4g | Airplane
  -- | --------


  LEVEL 6-1
  ¯¯¯¯¯¯¯¯¯
Being as this is an airplane world, this is the first instance in which you'll
have the wind conspiring against you. Don't make any rash jumps on your way
over to the left and top part of the level. Once you get there, avoid the guns
by ducking and create a temporary road below the long thin ledge with the key.
You'll need to drop down onto it so that you don't drop the key when you plunge
to the exit.


  LEVEL 6-2
  ¯¯¯¯¯¯¯¯¯
Take note of the door Pauline screams out from; it's the one just to the left
of the falling boulder. Now, let's get started.

Push against the wind to the boulder to the left. When it falls, hop on it and
ride it up to the switch to the right. Pulling it, as you can see, will open
the door next to you. Walk through the new opening and fall down to the switch
you started out next to. This will create a road spanning a substantial portion
of the level. Conveniently, it makes the ladder next to you useful. Climb that
ladder.

Struggle against the harsh winds all the way to the left where the key can be
found, then run back the other way. Let go of the key and scurry down the
ladder, pulling the switch so that the floor disappears and the key falls back
into your position. You can now head safely to the end of the level; make sure
not to get crushed by the boulder on your way there.


  LEVEL 6-3
  ¯¯¯¯¯¯¯¯¯
The platforms in this level can be manipulated to do pretty much anything you
want them to thanks to the two switches below you, but you need to focus on
getting to the top of the level. The way to do that is to find a way onto the
block directly over your head. Pull the switches to the middle to stop the
platforms completely, and do so in a position wherein you can use handstand
jumps or rocket boosts to get up there.

Once on the block, ride the platform moving left diagonally (along the rail
that slants like \). Jump to the key, then wait for another one to come around.
There is no need to use the switch at the top to stop the trajectories of the
ledges; you can get back to the bottom with minimal friction.


  LEVEL 6-4
  ¯¯¯¯¯¯¯¯¯
This level is really easy with the exception of the constant winds harassing
you. Ride the double platform along and duck when the gun fires a bullet - you
ought to be able to avoid it. The switch in the corner will activate a ledge
that will come around and deliver you promptly to the winners' circle.


  LEVEL 6-5
  ¯¯¯¯¯¯¯¯¯
An easy way to avoid all of the guns on the bottom half of the stage is to do
backflips to skip the hassle of ducking under/jumping over gunfire. If you're
not comfortable with that, use the springboard over the ride. You'll notice
that these turrets can point in three directions, so you'll have to move
accordingly depending upon where they point.

Use the portable springboard to get up to the rope, which you should swing from
quickly in order to avoid eating bullets. Use the collapsing/retracting ladders
to get up to the key. Now you have to take the key all the way down through a
hail of ammunition - not a pretty prospect, but doable.


  LEVEL 6-6
  ¯¯¯¯¯¯¯¯¯
You can use the wind here to make superhuman jumps that are normally out of
your range. Go up the ladder to the left and try it out. Don't hold back while
jumping, and you should be able to make the leaps without using any kind of
aided momentum (e.g. a handstand jump). At the top of the level, get on the
rope and prepare to have the most fun ever on it. Get swinging at top speed and
let go. Along the way you'll nab a 1-up, and you'll land directly on the key.
Pick it up and make your way to the exit, again using a series of wind-enhanced
jumps to get over the spikes nestled in the clouds.


  LEVEL 6-7
  ¯¯¯¯¯¯¯¯¯
When I was a kid, I got stuck on this level for three months. Eventually I
figured it out, but aside from the Tower stages, this is one of the most mind-
bending stages in the game. And now I cover it so that you don't have to endure
the nights of agony that I did.

The path to the key is rather obvious - just duck as the treadmill takes you
under the low overhang, then climb up a series of ladders, and BAM! you're
there. What you must do with the key is understandably a source of much
confusion, and we're here to clear that up.

To the right you confront a treadmill leading to an inner area. You could
follow the key and duck as you went along the treadmill - if you WANTED to die,
that is. So you can't follow the key as it goes along the conveyor belt. What
to do? This: throw the key on the conveyor belt and wait for it to fall to the
next one. When it does, pull the switch you are standing next to. The conveyors
will reverse direction, thus guiding the key into the chamber below you. Climb
down and grab it to keep it from disappearing. Discard it to pull the switch,
then repeat the entire above process, doing so until you reach the bottom of
the level. You'll have to use the temporary ladder to reach the VERY bottom
(and by the way, they're there for you so that in case you screw up at any
point, you can make a quick return to the top where the key is located).

Once at the bottom, make the conveyor belts go to the left, and throw the key
on there. When you duck, you'll both be transferred over to the other side.
Take the key to the far left and toss it up to the third door to complete this
wickedly difficult stage.


  LEVEL 6-8
  ¯¯¯¯¯¯¯¯¯
After the harrowing experience of the previous level, you get somewhat of a
breather by having to confront Donkey Kong himself again. The only hitch is the
wind, which makes it more difficult to toss barrels at him. Approach from the
left and throw to the right so that the barrels get carried with the current.
It's a lot easier to get at him that way. As usual, the same old boring three
hits will bring him down. The airplane segues perfectly into the chilly iceberg
... our next destination....


  -- | -------
  4h | Iceberg
  -- | -------


  LEVEL 7-1
  ¯¯¯¯¯¯¯¯¯
As you saw in the cutscene prior to this level, the fireballs can melt any ice
that they happen to tread on. You'll have to wait for the first one here to
move around to free you up. When he does, ride the elevator up to the switch
and pull it. Once the two enclosed fireballs are free, pull it again. You can
make your way down the elevator by walking to the left and curving right as you
fall.

Soon all the ice cubes will have been melted, thus opening up the chance for
you to grab the key. Take it and throw it down to the left next to the openable
door blocking the exit. Pull the switch in the middle to open the door and
create floors that allow you to use the ladder to the left. Climb down it and
seize the key before it returns to its original position, then head on over to
the exit.


  LEVEL 7-2
  ¯¯¯¯¯¯¯¯¯
Currently the ice platforms to the left are inoperational. You must dip into
the water to find a switch that will get them running again. At the bottom is a
none-too-friendly octopus who will clamp onto your head if you get too close.
This isn't a thing that will kill you, but rather just a minor inconvenience.
If you're going for speed in beating levels, try to avoid him if at all
possible.

Once the platforms are moving, swim back to the top and hitch a ride on them.
The walrus at the top will attempt to charge you when it sees you (oooh,
threatening!) - just hop over it and grab the key. The tricky part lies in
hopping across the line of ice floes that drift to the exit. Don't stand on any
single one for too long or it will sink. Keep hopping to maintain its status
above water.


  LEVEL 7-3
  ¯¯¯¯¯¯¯¯¯
Look carefully here; the door where Pauline is being held captive is hidden, so
you'll have to remember where it is. (For reference purposes, it's just to the
right of the far right set of block-circling seals, and then a bit below that.)
Head over to the spring to the far right and bounce up to the chamber where the
penguins walk slowly. Pull the switch to open the door and grab the key. Now
simply take it back to where it goes. If you're having trouble finding it, I'll
try another relative coordinate: take the key to the springboard on the far
right end of the level, and walk left until you win.


  LEVEL 7-4
  ¯¯¯¯¯¯¯¯¯
As you head left, you'll notice boulders falling in-between the elevators. Use
them in conjunction with said elevators to get over to the far right. That spot
is rather tricky because of the elevator and boulder situated under the same
column. The best way to do it is to make some kind of jump that coaxes the
boulder from its spot at the top of the stage, then escaping from it before it
is able to crush you. If you can successfully pull that off, the level is a
piece of cake.

The cutscene makes a show of precarious falling icicles which aren't so
threatening once they've hit the ground, and can actually be walked on. You'll
be using these in the next set of levels, and in fact the very next stage is a
good introduction to them.


  LEVEL 7-5
  ¯¯¯¯¯¯¯¯¯
A simple one-screener that instructs you in the use of the falling icicles. The
two to the right will fall, and you need to do a handstand jump off of them. Do
a swing off the rope to get to the top, then use the icicles to get across the
spike pit. At the end of the line is a key, and the blocks to the left fall
when you stand on them so you can come full circle to the exit. Icicles do
disappear (melt?) after a short time, but they quickly regenerate, so don't
worry about getting stuck.


  LEVEL 7-6
  ¯¯¯¯¯¯¯¯¯
The fireballs will eventually make a circle around the ice chunk suspended in
midair that will make them fall on the ground. Pull the switch to close the
floors at the top. Some of the fireballs will walk toward you, just jump over
them, but stay ready at the switch. When they walk on the removable floors
(they will be upside-down), pull the switch to make them fall. Repeat as many
times as is necessary until ALL the ice is gone. When it is, open the floors,
take the key, and head up to the top half of the level.

Allow some fireballs to come up to the upper portion of the stage with you.
Again, you will need their help to melt the ice cubes surrounding the exit. Up
here you will find temporary roads and ladders. Get a road and lead it over to
the ice encasing in the middle. The fireballs will walk around to it and will
naturally attach themselves to the ice. Once some ice melts, put the other road
under the door that leads out of the level. Make quick work of getting up there
and lugging the key to the exit before the roads disappear.


  LEVEL 7-7
  ¯¯¯¯¯¯¯¯¯
Here's a level that requires two important things: a) quick work with roads and
ladders, and b) using the key in new and creative ways. (Ewww, not that
creative! Shame on you!) First off, grab the key and fall to the left on the
ground. After rolling, pick it back up and dip into the water. Land on the
block that pokes up and where there are two darting squids to the left of it
and below. Throw the key down in the nook and kill them both.

Now you must abandon the key in order to climb down the ladder, so do that and
continue all the way to the right. Down here along the way is a temporary road.
This is where you'll have to start maintaining a chain of them, for as long as
you can get another one before the time runs out, all of the ones you've made
will stay where they are. Position this one right under the exit and head to
the right.

Create a ladder that will get you out of the hole, but where you can still get
away from the squid that guards the water right there. As soon as you reach the
top, swim to the top and find the final ladder in the sequence. Place it next
to the parasol bonus item and climb up to the key. Now that you've come full
circle, it's possible to beat the level.


  LEVEL 7-8
  ¯¯¯¯¯¯¯¯¯
Similar to your very first post-arcade encounter with the hairy necktied brute,
he'll jump into the air and cause debris that can crush you to fall from the
sky. The problem this time is that there's very little ground on which to keep
your footing. You can't be affected as long as you're in the water, and it
makes for faster transportation along the bottom tier anyway, so swim for the
first part until you can jump from an ice floe to the conveyor belts. These
belts work in your favor, but he might rain down garbage on you again in that
time, so stand on your hands just in case to deflect any potential disasters.


  LEVEL 7-9
  ¯¯¯¯¯¯¯¯¯
This level isn't difficult, just long. Jump over the charging walrus and pull
the switch to make the platforms come up. You can get down them by using the
icicle to the right or by falling and curving your plummets so that you fall on
each successive ledge. You'll end up at the bottom rather quickly using the
latter, but different strokes for different folks.

At the bottom, there is a ladder near you on the left to a pit of spikes, over
which hangs a trio of icicles. Walk under the icicles, then when they fall,
climb up the ladder and cross the spike bed before they jiggle and fade away.
Use the temporary ladder to get up to the switch, which creates a bridge across
the gap to the right and opens up the door below that kept you from getting the
key. Grab the key and head over to the elevator to the right. If you flipped
the switch at the beginning of the level, it will be traveling up. (Another
example of Far-Reaching Consequences™.) The lift will take you directly to the
exit.


  LEVEL 7-10
  ¯¯¯¯¯¯¯¯¯¯
Jump across the first two icicles before they dip into the pond where the
ferocious piranha lies to the ladder at right. The ladder is blocked by an
icicle, but since the ladder doesn't touch the ground, the icicle will allow
you to climb it. Now, allow all the icicles up in this part of the level to
regenerate before attempting to cross over to the left. When you get to the
two stalactites that lie side by side, jump on the first one, then quickly
jump on the second one and climb the ladder before the icicle falls too far
down for you to climb it. The key is right next to the door at the top, as are
all the bonus items, which are totally optional.


  LEVEL 7-11
  ¯¯¯¯¯¯¯¯¯¯
Ride the boulder up to the temporary ladder, which you should place under the
blocks that lead up to the switch. Again, the door is hidden in this level, so
you'll have to position your items carefully. Climb the ladder up to the switch
and pull it to release a very fast-moving fireball. He'll melt the ice around
you so you can get out of your chamber. Ride the blocks down and grab the key
to the right, then start constructing ledges out of the temporary items
provided. We'll start with the road.

Take the road and place it three spaces above the row of temporary items.
Though you can't see the door that leads you out of here, you've just created
ground under it, which is a good start. Next, grab the springboard and bounce
on it in order to be able to toss the key up to the ledge. Once it's up there
and in a position where you can grab it, make the ladder and climb up it. Grab
the key and walk near the left side to find the exit.


  LEVEL 7-12
  ¯¯¯¯¯¯¯¯¯¯
Nothing special about this level, just avoid the icicles that fall from the
ceiling. It will go a lot smoother if you find a place where you can throw the
barrels UP at him instead of traveling all the way up next to him to hit him.
However, this isn't a difficult level, which is good, because it segues right
into the Rocky Valley, which is substantially tougher.


  -- | ------------
  4i | Rocky Valley
  -- | ------------


  LEVEL 8-1
  ¯¯¯¯¯¯¯¯¯
Find an opening when you can dip in the water to avoid the piranhas, then clean
both their clocks with the key. Head over to the right and out of the water
with key in hand. When you get the temporary ladder, place it to the right up
against the wall, then toss it up into the tall rock wall column near that.
What should happen is that the key will get carried up through the column to
the top plateau. Climb the ladder and catch up with it. If necessary, use the
individual block to get down to the exit, although the armadillos should serve
just as well.


  LEVEL 8-2
  ¯¯¯¯¯¯¯¯¯
Jump to the right without freeing any of the porcupine dudes (if possible). The
key is over here, so pull the switch to reverse the direction of the lifts to
the far left and the conveyor belts above. Travel back left and go up, then
walk across to the exit.


  LEVEL 8-3
  ¯¯¯¯¯¯¯¯¯
The waterfall will force you to swim down, so you'll have to make a game out of
weaving around the spikes. At the bottom, you'll soon be faced by a boulder
that comes crashing down from high up. Ride it up to the vines and climb those,
pulling the switch to free up the exit. Jump into the waterfall at the top to
get on top of the key, then pick up and drop to the bottom of the falls with
it. The rest of the stage is a piece of pie.


  LEVEL 8-4
  ¯¯¯¯¯¯¯¯¯
Levels don't come much easier than this. Simply jump over the porcupine headed
straight at you and climb the ladder, then head left to a switch that will open
the gate standing between you and your main squeeze. Once the door is open,
go back and swing across the vines hanging from the ceiling if Donkey Kong has
taken away the floor; walk across it if it's there. Climb up the ladder to the
right and finish out the level.


  LEVEL 8-5
  ¯¯¯¯¯¯¯¯¯
Climb up the ladder to the right and nab one of the two Super Hammers. Take it
to the left and clear out as much space as possible, including the two blocks
to the far left that you'll need to destroy in order to reach the exit. When
those are out of the way, go get the other Super Hammer. Throw it by pressing
B, then do a backflip to the next ledge up to retrieve it. Throw it again and
climb up the ladder, then go left and clear out that grouping of blocks.

Get back up to this point and toss the Super Hammer up the next ladder to get
through the final block barricade. At the very top is the key. Hoist it above
your head and take it all the way to the exit at the bottom of the level.


  LEVEL 8-6
  ¯¯¯¯¯¯¯¯¯
REGULAR WAY:
> Ride the lifts up to the switch above the circling scorpion and pull it. This
 will reverse the direction of all elevators in the level as well opening a
 door that leads to the exit. Ride the elevator up to the top half of the
 level and head left, making sure not to get flattened by the square boulder,
 to grab the key. Once you have the key, stand on the square boulder to get a
 boost to the tunnels above. Walk to the right and turn the switch again to
 make the elevators go down.

 Now that you get back to the level's bottom half, find another switch and
 pull it to open up the door that blockades the exit. You can now get to the
 exit - that is, as long as you don't get smashed by either of the two stone
 blocks in that narrow area.

FAST WAY:
> Time to exploit a fun little glitch here. Do all of the steps in the Regular
 Way up until you have the key. Now, instead of flipping the switch to make
 the lift go back down, we've decided we don't want to wait on it like a bunch
 of nice little boys and girls. Walk over to it, then as soon as a platform
 passes you so that you can walk on it, fall to the next one and hold Right.
 If you get lucky, you and the key will fall through the ledge and be there
 next to the exit! What a time saver!

  LEVEL 8-7
  ¯¯¯¯¯¯¯¯¯
Again, Donkey Kong Jr. is around to harass you with a not-so-amusing game of
"Switch the Direction the Conveyor Belts Are Moving In." Just head left while
ignoring him and the other enemies in your path and get the key. While falling
to the spikes below, grab the temporary road and place it below you as a safety
net. You'll probably be momentarily incapacitated from falling so far, but the
road won't disappear on you. Take the key to the right; you'll want the belt to
the right of the Super Hammer to be moving to the right. Throw the key on it to
get it down into the exit, then duck and move in yourself for the win.


  LEVEL 8-8
  ¯¯¯¯¯¯¯¯¯
As easy a DK matchup as there has ever been. Just wait patiently for the
rolling rocks to come your way and then jump on them as they cross the spikes
until you're at a ladder. Simple.

The cutscene afterward will teach you a handy trick for dealing with waterfalls
which involves doing a backflip into them so that you can swim across a wide
one without being forced down into some deadly thing at the bottom. This is
very handy in the next level.


  LEVEL 8-9
  ¯¯¯¯¯¯¯¯¯
Just like you learned in the cutscene prior to this level, do a backflip into
the falls to get more leverage and stay near the top of them (of course,
avoiding the piranhas all the way - you've also got shrinking mushrooms to deal
with courtesy of DK Jr.). Swim across to the temporary ladder, in which you'll
have to do a handstand jump to in order to get it, and lead it up to the key.

Avoid the seedfire of the plant to the far left, and add to that grocery list
of things to avoid the mushrooms being thrown at you. Discard the key for a
moment and pull the switch to the left, which will make the very widely spaced
lifts to your right move down. Take one to the exit. If at any point you get
pygmyfied and the key disappears, just retrace your steps.


  LEVEL 8-10
  ¯¯¯¯¯¯¯¯¯¯
This is one of the easiest levels there is if you know which way to turn as you
make your rapid descent to the bottom of the level. Stand on the blocks that
slowly fall under your weight and grab the key, then jump without holding back
to the first temporary springboard to your left. Place it immediately under the
dotted-line square that it originates from.

At this point, the key will fall out of your hands and begin a freefall of its
own. Veer right and get the next one, placing it snugly under the dotted-line
square as you did the last one. Turn left in midair to get the last one, which
you should place over the middle of the bed of spikes on the left. Jump on it
and grab the key, which you can now take to the exit.


  LEVEL 8-11
  ¯¯¯¯¯¯¯¯¯¯
Precise timing is a requirement for this level if you expect to beat it. The
first order of business shall be to grab the ladder to the left and place it
such that you can climb it up to grab the key. Head up it and throw the key on
the conveyor belt with the lone spike cleverly planted there (to keep you from
breezing through the level like the stud you are). Head down the ladder before
it breaks up, which should be shortly thereafter. Use the same one to go up and
retrieve the key before it returns to its original spot.

You're up here now. The next few steps need to be executed quickly and
flawlessly for you to succeed. Go to the left to the lift that's headed down.
When you set the temporary ladder (either leading to the exit or back up to
this ledge, it doesn't matter), jump and toss the key back up to the ledge. Now
you should be alone on the ground. This is correct. Grab the other ladder and
put it either going up to the ledge above or up to the exit, whichever way you
didn't do the first one. Before everything disappears, get yourself and the key
to the exit.


  LEVEL 8-12
  ¯¯¯¯¯¯¯¯¯¯
This stage - quite a breather when compared to the last one - is simply a
matter of finding a route to the top. There are several blocks situated about
the premises that fall when you stand on them, but many of these can be avoided
by somersaulting or doing handstand jumps as the opportunity arises.

The difference between your Mario and the Mario in the cutscene at the end is
that when your Mario touches lava, he doesn't comically catch on fire. He dies.
Just thought I should make the distinction.


  LEVEL 8-13
  ¯¯¯¯¯¯¯¯¯¯
It's amazing that levels even come this easy anymore. Just climb down the
ladder and get the temporary road. Set it up between the ladder to the left and
the parasol icon to the right. This provides a nice route to and from the key.
Take said key to the plant, stand on him, toss it up to the ledge, get up there
yourself, and leave the level.


  LEVEL 8-14
  ¯¯¯¯¯¯¯¯¯¯
Lengthy is the best way to describe this level, but certainly not hard. Start
by climbing up the ladder to your left one level to the stage's middle tier.
Hop across the various platforms and pull all three switches along the way.
After you've pulled all three switches, head back to the far left and go up the
ladder once more. To the right is a switch; pull it to release the rock dudes
from above. Return to the middle tier and pull the first switch once and the
third switch twice. This should open the door below, and allow you to cross the
bottom tier with the aid of the mean-faced rock men.

At the end of the lowest tier is the key. Take it and head upwards with it to
the tippy-top of the level. Kill the flower that's been raining seeds on you
with the sheer brute strength of the key, then make your way on over to the
exit.


  LEVEL 8-15
  ¯¯¯¯¯¯¯¯¯¯
There are no real special tricks to this stage, just go in a circle, find the
key along the way, and bring it back to the exit. Make sure as you head to the
right that you don't make any jumps that would even cause a slight roll, or
they'll send you into the waiting clutches of the magma below. When you get to
the bottom side of the level, ride the moving blocks carefully across the lava
to the key, then get a ride on another one all the way to the left. At that
point, use the temporary springboard to launch yourself and the key to the
exit.


  LEVEL 8-16
  ¯¯¯¯¯¯¯¯¯¯
An egg-laying flying hen and the walking creatures you're supposed to throw at
DK that can kill you and the wind notwithstanding, this is an easy level. Just
get to the melon with eyes and bear feet that Donkey Kong tosses down at the
start and throw him straight up. Find two others that he tosses and follow
suit. The level will end, and you'll be headed for the last of your nightmares:
the TOWER!!!!


  -- | -----
  4j | Tower
  -- | -----


  LEVEL 9-1
  ¯¯¯¯¯¯¯¯¯
You'll notice right away that EVERY level sounds off the trademark Donkey Kong
theme here instead of just every fourth level. Chase that monkey! Especially
here, where you must go across two long conveyor belts that can reverse their
direction at the flip of DK Jr.'s switch. Jump to avoid getting caught up in
the tremor preceding the rain of debris, and pull the switch to open up the
floor above the falling boulder. Head back to the right and do a handstand jump
to get to the top.


  LEVEL 9-2
  ¯¯¯¯¯¯¯¯¯
> REGULAR WAY:
 Go along the roads as DK Jr. fills them in, avoiding the springboards as you
 go. When there is no road, the springs pose no threat. Use handstands to
 deflect them where necessary. This level's not really too hard.

> FAST WAY:
 Assuming DK Jr. pulls the roads into place at the very beginning instead of
 dancing that taunting jig at the switch, you can use a series of backflips to
 get to the top of the level. Once at the top, drop down to the exit.


  LEVEL 9-3
  ¯¯¯¯¯¯¯¯¯
When Donkey Kong Jr. pulls the switch at the beginning of this level, you can
duck and start your trip along the conveyor belt. At the end of the line is a
collapsing/expanding ladder. Stay on it until such time as he pulls the switch
again and opens the gate doors in the enclosed chamber. When it opens up, make
your way past the walking desert skulls. If you can get to the top without
getting smacked in the face by a tiny-maker mushroom, you've got this one in
the bag.


  LEVEL 9-4
  ¯¯¯¯¯¯¯¯¯
This level is designed to resemble the final stage of Donkey Kong Jr., in which
the eponymous baby monkey climbed up a series of vines to unlock the ledges
that would do in Mario the villain (no, there are no typos there) and free his
captive daddy. Ironically, this level will be the little bugger's demise, as
you'll soon see.

While he's up there and not captive, DK Jr. can throw his smallifying mushrooms
at you, which will kill you if you're too high up on the vines (you can't hang
onto vines while you're a super-midget, ergo you will fall and bonk your head).
Make your way carefully around these and watch as each key will close a
different bar of the cage when you seal it in the locks at the top. When all of
the bars are closed, the level is complete, and you no longer have to worry
about the nuisance that is Donkey Kong Jr.


  LEVEL 9-5
  ¯¯¯¯¯¯¯¯¯
An expanded version of the first level of the original arcade game. You can
either.....

> REGULAR WAY:
 .....slowly make your way up via the ladders, using the hammer where needed,
 or you can.....

> FAST WAY:
 .....do a series of backflips all the way to the top.

Take your pick.


  LEVEL 9-6
  ¯¯¯¯¯¯¯¯¯
Climb up the ladder to the first rope, then get enough momentum to jump up and
get to the one on the left after the electric currents have passed through
them. Head up to the second half of the level and position yourself on the
diagonal rope, but DON'T get the maximum amount of momentum for swinging and
letting go! If you do this, you'll overshoot the goal and land in the ape's
beefy hands, allowing him to do with you what he will. Instead, go for a more
conservative charge, only allowing yourself to swing about three times before
letting go of the rope.


  LEVEL 9-7
  ¯¯¯¯¯¯¯¯¯
All of the ground here disappears as you walk on it. Use backflips to get up to
each successive ledge. If the poison mushrooms get you, you're in a heap of
trouble. Avoid them as DK throws them. You're safe once you get to the top.


  LEVEL 9-8
  ¯¯¯¯¯¯¯¯¯
There are a lot of poison mushrooms to avoid here, especially since they appear
when you hit DK with a barrel and when two barrels crash into each other and
break. The only way to get yourself a barrel here is to assume the handstand
position. As usual, three barrels to the body will get the job done - rather
disappointing, considering this is the two of y'all's final duel .... OR IS IT?
No, no it's not, there's no use keeping you, the faithful gamer, in suspense.
Still, there are a few moments of love between Mario and Pauline as Donkey Kong
plummets all the way to the ground, having faced his second bitter defeat in
this adventure. Press A to skip the cutscene and find that you have yet another
level to play.


  LEVEL 9-9: THE FINAL BATTLE
  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As we enter this level (noticing when we do that the monkey head atop the tower
bares a sinister, foreboding grin), Mario and Pauline are still sharing a
tender moment, and the fall of the ape can be heard in the background. But with
one crash, Pauline is thrown far away and Mario lands on top of the tower to
match wits with a gigantified Donkey Kong. Super mushrooms, possibly? A likely
explanation, especially when coupled with some drug jargon. But let's get down
to business, shall we?

First of all, this ain't your daddy's Donkey Kong. He's huge, he's mean, and he
has no qualms about crushing you like an insect whose wings have been ripped
off and he is suffering through his final flightless moments. His first course
of action will be to ball his giant hands up into fists and bring them down
hard on the ground. Stand on his nose and do an instant handstand jump up to
the ledges above. (Be sure to jump when he smashes the ground or you'll be
brought back down by the tremors.) Barrels that land on the middle ledge can be
grabbed; the others have to be deflected by a handstand to be used. When you
have a barrel, take it to either the far right or the far left, face Donkey
Kong, and throw it down at him. After two hits, he will temporarily retreat to
an area out of your sight. When he comes back, club him with two more to make
him go away again.

After taking four hits, a hand and nothing more will come from below, balled
into a fist. It will hit the ground three times in succession; make sure you're
in the air each time or you'll have to escape the fist directly on the ground.
The other fist will proceed to do the same thing. After the aftermath, Donkey
Kong will have another move as long as you're down on the ground, which is to
attempt to smash you between his fists if you're down there. Stand on his nose
and go into a handstand as they close together, then get momentum off of his
hands and propel yourself back to the top after this happens.

When you get the sixth hit in on him, Donkey Kong will be down the count for
sure. Pauline, having obviously recovered her bearings after being thrown as if
from a car going 90 miles an hour, will walk up to you, and the two lovers will
share good times with the rest of the cast in a heartwarming epilogue. Sit back
and enjoy the proceedings.

Oh, and congratulations on beating the Game Boy Donkey Kong!

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  = | ======================
  5 | CREDITS AND COPYRIGHTS
  = | ======================

>> Thanks to my parents, 'cause this is the first FAQ I've done on my NEW
  desktop computer! Woo! I love them so much. They also taught me how to read
  and write, which are important aspects of knowing how to write a FAQ.

>> Those peers and relatives who have helped me aspire to greater heights in my
  writing.

>> My sustenance of choice in writing this FAQ, which this time happens to be
  mozzarella/meatball Lean Pockets and Red Fusion soda.

>> Nintendo, for making what I consider one of the three Perfect Games ever
  made. (In case you're wondering, the other two are Super Mario Bros 3 and
  the PC port of Lemmings. Now I've FAQed all my Perfect Games!)

>> Anyone who posts this guide on their site. Currently the sites that may use
  this guide are:

GameFAQs (http://www.gamefaqs.com)
Honest Gamers (http://www.honestgamers.com)
IGN (http://www.ign.com)

If you want permission to use this guide on your own site, just drop me a short
e-mail asking the relevant questions, and I will more than likely say yes when
I get around to replying to your request. Once you get it on your site, don't
change the text in any way, but feel free to change the structure of it to
allow for screenshots or font changes or whatever.

Above all, do not plagiarize this FAQ. I've had to work hard to make sure this
FAQ goes on the Internet; due to circumstances that were out of my control both
times, I've already had two unsuccessful attempts at writing this guide. Third
time ought to be a charm, and I don't need anyone going off stealing my
intellectual property. On that note, do not sell my FAQ to gain profit of your
own either. These things I ask and nothing more, please comply.

This FAQ is (C) January 18, 2004 by Snow Dragon, all rights reserved. The
latest version of this document, should the need for updates arise, will be
sent to GameFAQs and Honest Gamers first. Anyone who puts this on their website
should check back for updates every so often.

That's my time for now, so have a nice day and have fun playing Donkey Kong!

_______________________________________________________________________________
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