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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.

Pressing up on the while on a rope. Mario can hang onto horizontal ropes if he jumps at them. While hanging on the rope, he can perform a Wire Spin. A subsequent Wire Jump makes it possible for him to reach areas that are very high or very far away. The direction that Mario jumps to after the spin depends on the orientation of the rope. Sometimes, it is just upwards, sometimes it is sideways as well.

Pressing while standing on the object. Similar to Super Mario Bros. This also works for several enemies in the game. Pressing while holding the object. Thrown objects can hit enemies and take them out. Some enemies are invulnerable to thrown objects. Mario also has to throw items like the Key upwards by pressing up on and then if he has to climb a ladder, as he cannot climb while holding any item. The key disappears after a few seconds if left alone, while thrown enemies struggle and stand up again.

Construction Site , 25m. Fireballs chase Mario and can appear out of oil drums that catch fire. If Mario touches one, he burns up. It can be defeated with the hammer. Fireballs that are slightly larger than usual and spawn from the sides of the screen. Big-City , Stage Oil only consists of an aura of fire with the text "oil" written on it. It floats up and down in place without trying to attack Mario, but touching it is deadly.

Bowbows just lumber horizontally from one side of a platform to another. Mario dies if he gets in contact with a Bowbow from the front or back, but he can easily hop on its head, pick it up and hurl it away. If Mario approaches Bowbows with the hammer, they start to run away in panic. These enemies circle completely around midair platforms, including walking on their bottom side.

In other stages, they also walk around the entire border of the level, even over spikes. They cannot hurt Mario, but they can push him off the platform if he is in their way. They can also be stood on, but not picked up. Forest , Stage Desert , Stage Iceberg , Stage Sparks which move along horizontal ropes and electrocute Mario if he touches them. They may also appear and disappear from the rope in certain time intervals.

They can also not be harmed in any way. These enemies look like ordinary Trash Cans at first glance, but grow feet and eyes once Mario gets too close. They then wander around aimlessly and can defeat Mario if they knock into him.

Mario can safely stand on top of them, but they cannot be lifted like normal Trash Cans. Fireballs with feet that circle around the area, and they also walk up walls and on ceilings.

They burn Mario if he comes into contact with them. These enemies circle completely around midair platforms, including walk on their bottom side. They kill Mario if he touches them.

Rocky-Valley , Stage The first is the Rappy enemy circling the middle platform. The second is this odd counter. It displays how many times in the game you've hit an object while doing a handstand. An odd hybrid of stages. The layout is from stage 25m , but the level graphics are from stage Interestingly, if the same stage is accessed from World 9 by using the same Game Genie codes as above, but using a saved game that has already reached World 9 and entering a World 9 stage with these codes enabled , certain behaviour differs.

The stage starts immediately, without Pauline's misplaced cry for help; and, if the stage is completed, Donkey Kong actually reacts to Mario reaching him This does not occur when the stage is accessed from any other World. This may suggest this stage was originally intended to be played from World 9 - perhaps Stage wasn't always the full-scale version we ended up with in the retail release?

This could have been used anywhere, although it would have likely been during the boss battles when Donkey Kong stomps the ground making objects fall, or when Giant Donkey Kong slams his fists in the final battle. If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support! From The Cutting Room Floor. The Donkey Kong series. The Mario series.

Navigation menu Personal tools English Create account Log in. Namespaces Page Discussion. Views Read View source View history. This page was last edited on 5 May , at Content is available under Attribution 3. This game has a prerelease article. Prerelease Info. Donkey Kong Prototype. Donkey Kong 64 Prototype. Donkey Kong Country Returns.



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