If he falls further, he gets stunned and is unable to move for several seconds upon hitting the ground, temporarily making him vulnerable. If he falls even farther, he lands on his head and dies upon impact with the ground. Mario only has one hit point. While he is carrying any item, object or enemy, however, he cannot die. If he gets hit, he instead drops the item and becomes invulnerable for a short amount of time.
This can save Mario for most kinds of impending deaths - he even survives spikes with it. If he falls too far, however, he drops the item in mid-air. Donkey Kong features the enemies from the original arcade game Donkey Kong and many individual enemies of its own that are only found in this game.
It does not feature any enemies from the mainstream Mario games, except for Spark , who appears in Super Mario Bros. Many enemies in the game have a different appearance, but the exact same behavior. The appearance usually depends on the current world. They walk around slowly from the left to the right, and sometime shoot out four small seeds that behave like those of a Volcano Lotus.
The seeds can be taken out with a Hammer. Early footage of the game was featured in a promotional tape sent to Nintendo retailers in late and early [3]. Differences include the sprites being closer to the original Donkey Kong , the level timer starting at instead of , and various different enemies and designs.
Footage of a later build featuring a similar Donkey Kong with a tie and the final Pauline is included in a Nintendo Power Previews LaserDisc used in store kiosks [4]. Nintendo Power magazine shows additional differences, such as a world map having changes such as an early icon for Donkey Kong. At some point, a "Giant Squirrel", pictured below, was a boss that Mario had to fight.
The game has been received positively overall. They noted the game's innovate gameplay and its "seamless fusion" of the original arcade game with puzzle elements [5]. The German magazine Video Games noted that the game "belongs into every Game Boy collection" for its "love of detail and elaborate platform levels". They praised the game for providing new surprises in each new world, which keep the player at a high degree of motivation, and also for its battery storage.
They said it was a "classic and amazingly fun" Game Boy game [7]. From the Super Mario Wiki, the Mario encyclopedia. Game Pak. Digital download. Control pad. Mario with a Hammer. T January 30, Retrieved April 27, Nintendo LaserDisc! Retrieved August 25, Donkey Kong review on IGN.
Meta categories: Featured articles Split requested Pages with audio files. In other languages Deutsch. Donkey Kong. For alternate box art, see the game's gallery. ESRB :. PEGI :. CERO :. ACB :.
Construction Site - The construction site is the setting of the original Donkey Kong arcade game. In this world, Mario's goal is to get to Donkey Kong, who is standing on the top of the stages 25m , 50m , and 75m. Blocking Mario's path are enemies such as Fireballs , and platforms with gaps to jump across, elevators and Conveyor Belts.
Donkey Kong also throws jacks at Mario. In the final stage of the world, m , Mario has to pull out all the rivets of Donkey Kong's construction to defeat him. Big-City - Big-City is the first world of the game in which Mario has to unlock doors with keys. It is a basic world that serves as an introduction to the basic items and moves of the game, such as handstands, roads, and ladders.
It also contains two boss fights with Donkey Kong. Forest - The Forest adds more gameplay elements to the game, such as vertical ropes to climb and water to swim in. Switches also make their first appearance - they can make roads appear and disappear.
Snapjaws that climb on ropes can be taken out with fruit. These stages reference Donkey Kong Jr. Ship - The stages on the Ship expand on the previously introduced game objects and add new puzzles to them.
Jungle - The Jungle expands on all types of levels found in the Forest. The complexity of vertical ropes increases, and there are ally creatures like Monkikki and Jumpers that help Mario to reach more areas. Desert - The Desert is the first world to feature Super Hammers. They are used to break through walls. Most desert levels have more complex puzzle elements than the previous stages.
In one stage, Mario has to take the Key up several stories to the door by only using ladders, roads and Jump Stands. Airplane - The Airplane is the only world in the game not to feature generic enemies. Airplane levels often feature winds that blow Mario away sideways. He has to work across elevators, conveyor belts and has to avoid many cannons. The amount of moving platforms increases.
Airplane stages also feature more than one locked door - the player has to remember the right one from which Pauline is seen screaming in the stage's intro. Iceberg - The Iceberg features many slippery surfaces. Mario has to jump across rocks that are swimming in the water and that slowly sink while he is standing on them. Icicles appear and can kill Mario as well as act as a platform for him to jump on once they hit the ground, or even before that.
Rocky-Valley - Rocky-Valley features the most difficult puzzle stages of the game, but also requires the player to use Mario's moveset to the best of his abilities. There are many places which require strategic thinking and exact knowledge of the game's unusual physics. Tower - The Tower is the final stage of the game. Mario has to avoid many obstacles such as Poison Mushrooms and entire stages consisting of sand blocks. After Donkey Kong is defeated in stage , Mario has to fight him again in his giant form in stage Holding Down on the.
In the crouching position, Mario can avoid enemy projectiles more easily. He can also get through smaller passages while crouching and being on a conveyor belt or if Mario is pushed along by some enemies. Holding Down on the and pressing. The handstand is an essential move in the game. While doing a handstand, Mario is protected from most items that drop onto him from above. Handstands also serve as a preparation for several other moves that Mario can only execute from the handstand position.
While doing a handstand, Mario can still move to the right and to the left, but it is considerably slower than walking. Pressing while doing a handstand, then pressing A again on the feet. Handstand Jumps allow Mario to reach platforms above him. If the Handstand Jump is timed right after Mario goes into the handstand position, a Handstand Double Jump is performed which allows Mario to reach even higher.
Pressing while moving and pressing the into the opposite direction. Backflips allow Mario to quickly reach higher platforms. They reach higher than Handstand Jumps, but come at the disadvantage of having to be in movement to execute them, so they cannot be done on small platforms easily. World 5 Mystic Forest A forest world featuring mechanical elements such as Bob-ombs , Conveyor Belts , and other gimmicks.
World 6 Twilight City An ultramodern city featuring robotic Monchees and lasers. Climb and Fall. The Long Way. One Shot Blue. Egg Attack. Later Gator. Hot Feet. The Thwamplet. A Tricky Candle. Danger Flowers.
Laser Panic! Hitasura kawase! Osarete susume! Boo in a Box. Key to the Key. Keys are found in the first half of every regular level of the game. They must be taken to locked doors in order to open the second half. In the Plus levels, each Mini-Mario is holding the key needed to unlock the level's door. Mini-Marios are the objective of the second half of the normal levels, where they must be rescued from crystal balls.
They follow Mario in Mini-Mario levels. In the Plus levels, there is one Mini-Mario per stage, which must be rescued and brought to the door to beat the level. Switches are found in three versions: red, yellow, and blue. As the main effect, the switch that is active makes platforms, blocks, and ladders of the same color available to use. Conveyor Belt. Conveyor Belts appear in mass in some levels.
They are used to transport keys and to help Mario through narrow areas. Their direction can be changed with a switch. Donut Block. Garbage Can Barrel. These items can be carried and thrown by Mario. He can use them to defeat certain enemies, or as auxiliary platforms to reach other platforms or to pass long gaps with spikes.
Hammers are found floating on platforms. Mario can use them to defeat enemies, such as the Oil. The can be thrown upwards and grabbed again while in the air. Presents are found in red, yellow, and blue varieties. When all three are collected in a level, they are used in a bonus game where the player can win extra lives. They must be collected by Mini-Marios to open the toy box. Toy box. Toy boxes are the goal of the Mini-Mario levels. Small birds that fly horizontally once they leave their nests.
They also drop polka-dotted eggs at Mario. Bob-ombs are dropped out of dispensers. They light their fuses when Mario is near and explode moments later. They can be used to destroy blocks to progress. Boos appear in Spooky House. They chase Mario when he is not looking at them, and remain still while being watched.
Brickmen are placed on platforms. They throw three lines of bricks under them, forcing Mario to handstand to avoid being hit. Cannon and Cannonball. Falling spike. Falling spikes fall from ceilings when Mario gets near them. When they get stuck on the ground, they act as temporary platforms for the player. Flaming Birds that appear in Fire Mountain. They also drop burning eggs at Mario.
Garbage Can. Unknown enemies hide inside Garbage Cans to confuse the player. They reveal themselves if Mario hops on them, they will start walking. Mario cannot grab and throw them as ordinary Garbage Cans, but rather use them as moving platforms during their motion to get past spike pits.
These creatures can be defeated by throwing another object at them. Besides walking from side to side, they also shoot fire that can harm Mario. Once Mario gets near them, they wake up and start running after him. They go back to sleep if they touch a platform's edge. If they touch Mario, they latch on to him, stunning him and causing him to fall from the rope he is climbing.
However, they keep rising and falling in a set pattern even if Mario is not near. They can be used as platforms. Lava Bubble. Lava Bubbles are found jumping out from lava. They can burn Mario in one touch, and cannot be defeated.
Lava Geysers rise out of pits of lava and cause platforms to float on top of them, allowing Mario to reach higher ground. Monchees are mechanical monkeys with long tails that hang below the platforms they are on. Mario can use these tails as ropes without getting harmed. However, he still loses an extra life if he touches a Monchee's body. Simple enemies that jump up and down, which can help Mario to reach higher areas.
They are invincible. Oil is found in cans with "OIL" written on their sides and fire coming out of them. They move up and down and burn Mario if he touches them.
Polterguys move from side to side. There are three variations of this species: blue, red, and yellow. If a switch of their respective color is pressed, they turn into safe, stationary blocks.
RamRams are found in jungle levels. Despite being enemies, they are used as platforms a few times. They can be defeated by fruit or by collapsing with another enemy or with an object. Shy Guy. Sir Shovalot. If the time limit runs out, the screen will say "Time's Up!! The remaining time in the first area will be added to the time limit in the second area. Unlike the other Mario games, Mario has more moves besides jumping , such as handstands and backflips. To defeat enemies, Mario must pick up objects and throw them at enemies, reminiscent of Super Mario Bros.
Throughout the level, there are some collectibles Mario can collect. Three are pivotal in earning a high score, which are different colored presents.
Earning a high enough score, beating the default score, earns a star for that level. The S tars later are used to unlock Expert levels. Once Mario completes a level and collects enough presents, he can play a short minigame to earn extra lives.
One present may have a 1-Up, one may have a 3-Up or 5-Up, and one present may have a Donkey Kong head; this is shown at the beginning of the minigame. One minigame is stopping a scrolling arrow on top of the desired present while the other has Mario swapping presents so Donkey Kong's fist squashes an undesired present.
The seventh level in each world is a Mini-Mario level. Mario leads the six Mini-Mario toys he collected back to their toy box; however, he must make sure they avoid obstacles along the way. This leads into a battle with Donkey Kong, with each Mini-Mario saved becoming a "hit point". For example, if Mario saves all six of the Mini-Mario toys, he'll be able to be hit six times by Donkey Kong before losing a life. If Mario runs out of time or loses all of his hit points, the player will lose a life and will fail to defeat Donkey Kong.
The player will need to retry the level in order to proceed. If the player doesn't do the Mini-Mario level, Mario will start the fight with four hit points. Also, if the player gets a Game Over, the player will need to replay the Mini-Mario level to determine the hit points for the Donkey Kong battle. There are seven stages in each Plus Worlds, and there are no Mini-Mario levels.
Mario must get to a Mini-Mario holding a key and lead it to the exit doorway. If Mini-Mario is defeated, the player will lose a life and restart the level. There is only one part per level in the Plus Worlds, and they are designed to be more difficult than the main worlds. There are still Donkey Kong boss levels in the Plus Worlds. In those levels, the player always starts with six hit points and has seconds to defeat Donkey Kong except in Donkey Kong Plus, where they have seconds.
For the "Expert" levels, a certain number of Stars collected by beating high scores are required to unlock levels. There are twelve Expert levels. Additionally, restarting or leaving the level in any mode before completing it the first time will result in the loss of a life.
If the level is already complete, the player will not lose a life when choosing to exit the level. However, the player will still lose a life if they retry the level, even if it is completed. The only known difference between the original and Plus , aside from the graphics, was the addition of a level designer to be used through the Nintendo GameCube for players to create their own levels with.
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