Donkey Kong (Game Boy)
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| Portal: Action/Adventure |
| Donkey Kong '94 at Nintendopedia |
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| Donkey Kong | |
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| Developer(s) | Nintendo |
| Publisher(s) | Nintendo |
| Release date | 1994 |
| Genre | Platformer, Puzzle |
| Mode(s) | Single player |
| Age rating(s) | ESRB: E |
| Platform(s) | Game Boy |
| Media | Game Boy cartridge |
| Input | Controller |
| Credits | Soundtrack | Codes | Walkthrough | |
Donkey Kong, often called Donkey Kong '94 after the year it was released, is a puzzle game that is, at the beginning, designed after the original Donkey Kong. After the first world, however, the game changes drastically. It is the first game made and released for the Gameboy that is "Super Gameboy compatible".
[edit] Story
As in the original arcade game, Mario has to save Pauline from Donkey Kong by going through the same four levels. But at the end of Level 0-4, Donkey Kong gets back up and steals Pauline again, running off into The City. Oh, great.
[edit] Gameplay
Mario can walk, jump, duck, grab, and throw. Grabbing grabs keys and some enemies in Super Mario Bros. 2 "hold-over-head" style. Throwing throws grabbed objects.
If Mario ducks and jumps, he'll do a handstand. During a handstand, Mario can move slowly or jump upright again. Shortly after landing from a handstand jump, Mario can jump again to perform a really high jump upward.
If Mario walks in one direction, turns around, and jumps, he'll do a somersault, which sends him pretty far upward as well.
If Mario falls too far, he dies when he lands. If Mario falls a shorter distance, he is just immobile for a few seconds. If he falls for less distance than that, he rolls.
Grabbing a switch and pressing Left or Right will make Mario flip it. Most switches have only left and right choices, but some have a middle one. Switches can create and destroy bridges/doors or control the direction of moving platforms.
Mario can collect floating objects that will freeze time and let him place a temporary vertical ladder, horizontal bridge, single block, or spring in the level.
[edit] Format
The game is made up of ten worlds (including World 0, which is made up of the original levels). World 0 has three bosses and a world boss. All the worlds after 0 have at least one boss and a world boss. Every fourth level is a boss level, and the world boss level is the last level. All levels between the boss and world boss levels are normal levels. World 9 is slightly different because the normal levels are designed like boss levels, but are marked like normal levels on the map and do not save. The game saves after every boss or world boss.
In the normal levels, Mario has to grab the key and bring it to the door, which is sometimes invisible or in a level full of fake doors. The key has a starting position that it returns to if it is out of Mario's hands for too long. In the boss levels, DK is standing near the end of the level, throwing dangers at Mario. Mario has to avoid these dangers and get to Pauline, which will cause DK to run off with her... again. The world boss levels have DK throwing dangers at Mario in a smaller level. This time, Mario has to throw them back to damage DK. When DK takes three hits, he runs. Yes, again.
| Donkey Kong series |
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| Main series |
| Donkey Kong | Donkey Kong Jr. | Donkey Kong Jr. Math | Donkey Kong 3 Donkey Kong Country | Donkey Kong Country 2 | Donkey Kong Country 3 | Donkey Kong 64 | Donkey Kong Jungle Beat |
| Handheld series |
| Donkey Kong (1994) | Donkey Kong Land | Donkey Kong Land 2 | Donkey Kong Land III |
| Donkey Kong Racing Spin-off |
| Diddy Kong Racing | Donkey Kong Racing | Donkey Kong Barrel Blast | Diddy Kong Racing DS |
| Donkey Kong Music Spin-off |
| Donkey Konga | Donkey Konga 2 | Donkey Konga 3: All You Can Eat! Spring 50 Song Mix |
| Donkey Kong Puzzle Spin-off |
| Donkey Kong Coconut Crackers | DK King of Swing | DK King of Swing DS Mario vs. DK | Mario vs. Donkey Kong 2: March of the Minis |
| Characters |
| Donkey Kong - Donkey Kong Jr. - Diddy Kong |
