Saturday, June 13, 2026

PrinceWatercress plays Donkey Kong for Game Boy - Part 6 of 11


Our adventure takes us onto an airplane, and getting around there will be absolutely hair-raising.

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Stage 5-9



Climb up, hit the switch, climb up the next ladder and hit the switch near the hat. Go to the right, toggle the switch near the handbag (watch out for the crushers!), then drop down to get the key. Use the key to get back to the switch you just toggled, and toggle it again. Grab the key again, take the platforms to the right, and go left on the second-highest level. Go left and toggle the switch below the hat. Toss the key to the highest level and onto the bridge you've just re-activated, and use your backflips or handstand jumps to get over there. Go all the way to the left and take the platforms. They should be going downward. If they are, you're done.

Stage 5-10



There are six icons you'll have to use to get to the exit.

Use the magical bridges just low enough for you to get the key up to it, and for you to do a backflip, handstand or springboard jump to it. You'll want to be careful placing the magic springboards, as you'll need one of them to get to the exit with the key in your hands.

Stage 5-11



Use the switch below to get to the key.

The scorpions are just like the spiders, and they seem to move more efficiently and fluidly, too.

To get the purse, you'll need to use a magical block platform to block the door when you trigger the switch. To get the hat, the umbrella, and the key, you'll need to use the magical block platforms to make your way to the top.

Stage 5-12



This time around, you're throwing King Tut heads at Donkey Kong instead of barrels. They move slowly, but you can still jump on top of them and pick them up to throw at DK with ease. Just be careful where you're going, as it is possible to throw a King Tut head where you don't want to and you can have plenty of them on the screen at one time.

The intermission sees DK and Mario take their chase onto the top of an airplane.

World 6: Airplane

Stage 6-1



Since you're moving around on top of the plane (as opposed to inside it), the wind blows you backward. This can be bad depending on what it is you're trying to do. If the clouds are moving to the right, you will be pushed to the right; if they are moving to the left, you will be pushed to the left. 

If you're going to go for the parasol, you're going to have a slightly difficult time due to the cannons and the wind.

To get out, you'll want to grab the key, take it to where the magical horizontal bridge icon is, grab that and lay it below the platform where you found the key, avoid the bullets from the turrets, get down to the magical bridge as soon as possible, and then get to the right so you can drop down near the exit.

Stage 6-2



Go left, ride the crusher, then go right and toggle the switch. Go back to the start and toggle the switch there. You'll be able to get the key. Leave it on the bridge, trigger the switch at the start again to get rid of the bridge, and grab the key again before it disappears. You can now open the locked door Pauline was taken through, which is second from left out of the five at the bottom. Just watch out for the crusher again on the way there.

Stage 6-3



Correct door is the center door at the bottom.

You'll be using handstand double jumps and backflips off of moving platforms to get to where you want to go. The switches control the movement of the platforms.

At least you're inside the airplane now, so you won't have to deal with the wind pushing you back.

Stage 6-4



The wind may be pushing you back, but it's still not too hard staying on the platforms. It's the fact that even though there is a switch at the lower-left that lets you reverse direction, Donkey Kong has a switch near him that does the same thing, which can mess up what you're trying to do when you least expect it.

Just avoid the bullets from the cannon and the spiked wheel that rolls around the platform in the bottom center, and just pay attention to what Donkey Kong is doing so you can anticipate when the platforms will reverse direction.

The cutscene here shows off the turrets, which appear only on the airplane and shoot slower bullets.

Friday, June 12, 2026

PrinceWatercress plays Donkey Kong for Game Boy - Part 5 of 11


Can you believe we're halfway through the game already?

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World 5: Desert

Stage 5-1



This is where the Super Hammer makes its first appearance, and boy, will you ever find out how it works here.

The transparent blocks at the sides on the top level will bring you back to the bottom of the level safely.

Feel free to blast through this stage, as there aren't any enemies.

Stage 5-2



The stone men move very slowly, but the skulls are worse. If you're near the skulls, they'll stop moving and throw bones at you. You can destroy the bones and the skulls with the Super Hammer, but you'd better time it right so you accidentally don't get hit by them (especially the bones).

Also, the Panzers from Super Mario Bros. 2 show up as an enemy. They do not spit projectiles, but they still move around slowly.

Stage 5-3



You'll have to use the magical platform and ladder to reach the switch. Toggle the switch, then take the key to the door. That's all there is too it.

Stage 5-4



You'll be climbing moving ladders to get to Pauline. This is amazingly easy as long as you don't get crushed. Watch the top of the screen and be ready to handstand.

The intermission here shows off the double handstand jump. 

Stage 5-5



This level takes some practice to get done. Take the key, throw it on the conveyor belts and get to the key quickly enough so you can grab it again before it disappears. Since you don't have a lot of time to get to the key once you throw it onto the conveyor belt, this may take a couple of tries.

Stage 5-6



Donkey Kong Jr. is at the switch again, but it's a minor inconvenience even at worst, as all the switch does is control the direction the conveyor belts go.

Stage 5-7



The armadillos act just like the ladybugs: they'll walk on walls, ceilings and platform undersides.

The cannons shoot bullets at regular intervals. If you're near them, keep an eye on them.

Stage 5-8



Once again, you're making your way to Pauline. This level is in more of a traditional sense, as you're going to the top and avoiding the barrels in a more linear, arcade-y level design.

The intermission shows off the ability to jump on enemies, pick them up from above and throw them at other enemies.

Thursday, June 11, 2026

PrinceWatercress plays Donkey Kong for Game Boy - Part 4 of 11


In this entry, we wrap up the rest of Stage 4.

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Stage 4-5



The vampire bats will knock you off the vines and stun you if they run into you. This is only if you're on the vines; if you're not, you're losing a life.

Throw the key down once you get it, and pick it up before it disappears.

Stage 4-6



The icons with the black square on them are magical platforms. They're just individual tiles that can be used as platforms. You can use them here on the platform with the spiders to get them away from the ladder, or you can make a well-made shortcut away from them. I use the magical platforms to keep the spiders away.

Stage 4-7



DK Jr. appears again, and once again, he's playing around with the switch that activates all the bridges in the stage just like in 4-4. Getting around is easy, but in case you decide to take a second trip around the level to get the key after getting everything else, don't be afraid to get rid of a few enemies with the hammers.

Stage 4-8



DK will toss Mini Mushrooms at you. If you get hit by one, you'll be shrunk down and all you can do is the standard jump. You won't even be able to grab onto vines or climb them, either. Time your movements and be careful.

The intermission shows off hammer throwing. Just press the B button with a hammer in your hand and you'll throw the hammer upwards in case you want to use it somewhere else or climb a ladder.

Stage 4-9



Go up and hit the switch. You'll want one monkey to go to the bridge to the right that you've activated. From there, drop down and trigger the switch below. If the monkey is on the bridge, you'll trigger the bridge as well as the door below (which both switches toggle) and the monkey will fall. Hit the switch again to open the door below and use the monkey's tail to get over the spikes. Getting the key and exiting is easy at this point.

Stage 4-10



The frogs will jump high whenever you jump onto them, allowing you to reach new platforms. Take advantage of this to get the key to the door.

Stage 4-11



Some of the ladders will slide up and down regularly, so you'll have to wait for the sliding segments to be up before you can climb them.

DK Jr. is now tossing Mini Mushrooms, but they won't be much of a problem here. As a matter of fact, if you're small when you jump on the frogs, the frogs jump higher than they would if you were regular size.

Stage 4-12



Watch out when you throw barrels at DK. When they break, Mini Mushrooms will come out of them.

The intermission here shows off the Super Hammer. Not only does it respawn where you found it, it also can break bricks.

Wednesday, June 10, 2026

PrinceWatercress plays Donkey Kong for Game Boy - Part 3 of 11


Things get a little bit tougher as we run through the ship in World 3 before entering the jungle for World 4. 

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Stage 3-2



The knights will push you back, while the crab will follow you around and make life miserable, striking at you with their stretchy claws if you get enough to them. Despite all that, this level shouldn't give you too much trouble.

Stage 3-3



To get past the narrow gaps, duck down and let the knight push you all the way past it. If you let go of Down on the Control Pad at any time while you're in the narrow gap, you will be crushed and you will lose a life.

Remember which door Pauline screams for help from at the start of the level. The other door(s) will be fake, and you don't want to unlock those. In this case, it's the door at the far left.

Stage 3-4



The switch above the crushers will turn the crushers off, but it also reverse the direction of the platforms. You can skip it entirely and just go for the one to the right of the two crushers below it if you're skilled enough. I stick with going for the upper switch first.

Once you've triggered it, all that's left is going for Donkey Kong...and avoiding getting smashed by the last crusher at the end, which you'll need to ride upwards to reach DK.

The intermission shows off the handstand jump.

Stage 3-5



You could do a handstand jump followed by an immediate backflip, but the wires are more likely to work as long as you avoid the spark. The purse will be the hardest item to grab, as you'll need to do a handstand jump off they key while avoiding the two walking fireball enemies.

Stage 3-6



You could place one of the magical bridges near the two robots so that they'll get away from the ladder, but there's a shortcut.

Put one magical bridge directly below the spikes near the two robots, then place the other above the longer set of spikes below that. If you can time it right, you can backflip your way to where the purse is and get the key very easily.

You can also grab one robot from above and toss it into the other to defeat them both.

Stage 3-7



Hit the switch at the top, wait for the lower of the two knights to get on the bridge, then hit it again to drop the lower knight. Use the lower knight to get under the narrow passage, then jump to the other switch. Trigger it, and use the magical ladder to get to the key. You're done here.

Stage 3-8



More barrel throwing. Once again, use your handstand.

You'll see the handstand double jump in action after beating this level.

World 4: Jungle

Stage 4-1



There's a new enemy here: the chompers that climb the vines from Donkey Kong Jr.

Touch the nuts to sends them falling. If they touch enemies on the way down, you'll be rid of them.

You'll see a new magical platform icon, this time with a springboard on it. This magical springboard works just like the magical bridges and ladders time-wise, and you'll need it to get back to the exit once you get the key.

Stage 4-2



This stage is pretty easy for the most part if you use the handstand jump to get ahead. Watch out for the crusher as well as the seed-spitting flowers.

Stage 4-3



New enemy here: the monkeys. The monkey's tail will act like vines. If you grab onto two monkey tails at the same time, they'll both stop in their tracks and make squeaky noises. This will come in handy for later puzzles.

Stage 4-4



DK's back...and so is DK Jr.! DK Jr. will flip the switch that activates the bridge at random, leaving you at his mercy as DK throws springboards at you. You'll have to be quick and careful to get to Pauline.

The intermission shows off the Mini Mushroom, which shrinks Mario for a brief amount of time.

Tuesday, June 9, 2026

PrinceWatercress plays Donkey Kong for Game Boy - Part 2 of 11


We're doing swimmingly through this game so far, but it'll get tougher before we know it.

First | Next | End

Stage 2-3



The switch is used to open the door blocking the exit, but you can easily avoid this, the conveyor belts and the plants that spit seeds at you with this simple step. At the start, immediately head left and hit the magical ladder icon, and place the ladder where the door that will block the exit will be. As long as the ladder is there, the door is forced open. There you go.

Of course, if you want to get the three bonus game, you're going to have to play through the level normally. As long as you don't get too fancy with your movements, you won't run into the plants' seeds.

Stage 2-4



Interesting homage to Donkey Kong Jr. here. Avoid the Klap-Traps and use the springboard to get to the upper half of the level quickly. Not much to this mini-boss. The Klap-Traps with the bows are the ones that DK throws at you. 

The intermission shows off the handstand, and how it can stop thrown barrels. Your feet can block anything that can come down on you and hurt you, but as you'll find out through your adventures, there are things that the handstand won't stop, especially if those things can crush and flatten you.

Stage 2-5



You can swim underwater by tapping the A button while holding Left and/or Right on the D-Pad. As for the rest of the level, this is another dead easy one that you can get through just by watching out for the fish and not getting too close to them.

Stage 2-6



Hit the switch, then go up and head right past the first springboard. Flip the switch here, then ride on one of the ladybugs to get to the top. The bugs are tough to avoid, so you're better off just doing this.

You could mess with the switches to get all of the bugs out of your way, but you'll be spending more time than you need trying to complete the level this way. You're better off just taking a ladybug ride.

Stage 2-7



Hit the switch to let the bugs out, then hit it again to bring the bridge across the spikes back. From there, you can use one of the ladybugs to make your way through the rest of the level.

To get the key to the door, throw the key onto the conveyor belts, then climb down the ladder and get it before it falls off. The key flashes after its leaves your hands, and if you don't get it in time while it's flashing, the key will return to where it was in the level.

Stage 2-8



You could play this one the old-fashioned way, but why do that when you can handstand jump off of the rock platform that goes up and down as soon as it gets close to Donkey Kong? At least it's possible to do and miss the springboard that he's tossing.

The intermission shows off the backflip.

Stage 2-9



New enemy here: the bird flies across the stage and tries to drop eggs on you.

Use the magical bridge platform above the spikes if you need to. Otherwise, switch directions with the switch will suffice.

Stage 2-10



The big-eared enemies will sprout out of the ground and rush in one direction - usually at you - when you jump over them. Be ready to jump over them.

Stage 2-11



You can either backflip your way to the key with the moving platforms, or use the magical ladder. It's up to you. If you use the magical ladder route, wait on the moving platforms on your way down; don't rely on the conveyor belts because it will get ugly.

Stage 2-12



Once again, you're throwing barrels at Donkey Kong. This time, you have mini-springboards to assist you with that. Again, use your handstand to deflect the barrels so you can throw them right back at DK if you need to.

The intermission shows off the angled wires. These work just like the power lines in the first world, except you can now launch yourself at a 45-degree angle.

World 3: Ship

Stage 3-1



The angry blocks will help you over the spikes if you jump on them.

Use the magical platform on the gap on the way to the key. Handstand jump your way onto the lone block guy, get the key, then get back on the block guy and take the key to the door.

Monday, June 8, 2026

PrinceWatercress plays Donkey Kong for Game Boy - Part 1 of 11


After seeing this game in Nintendo Power so much as a kid, I've finally played this one...and it's as good as I expected it to be.

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Yep, it's Donkey Kong. It's using the Control Pad to run around and climb ladders while using the jump button to jump over barrels and grab ladders.

When you start the game, you'll get a bit of a demonstration of Mario's new moves, which will be mentioned when the time comes.

World 0

Stage 0-1



The first four stages are the original Donkey Kong game. Climb up the ladders, avoid the barrels, and hit the barrels with the hammers for points if you want to. The hammers don't last forever, though, and they keep you from jumping or climbing ladders. The flames from the oil barrel will keep you from taking too long, so watch your six.

You could play these the original way, but there are new controls for this version of Donkey Kong. The backflip that Proton Jon does is simple. Move in one direction, then immediately press the opposite direction on the Control Pad and the A button at the same time. You'll be able to clear the girders in record time.

Pressing B while using a hammer allows you to throw it upwards. This lets you stop the timer on the hammer so you can throw it above a ladder, climb the ladder, grab the hammer again and then keep using it for as long as you have left on it. There's also a handstand. Down + A lets you perform a handstand, which you can jump out of. If you jump directly after landing on your feet after a handstand jump, you'll do a super jump.

You'll get a time bonus for every second you have left on the clock. These will be totaled in at the end of the world.

Stage 0-2



Here's the pie factory. Keep moving on the conveyor belts and avoid the pies.

The 1-Up heart gives you an extra life. The parasol gives you points.

Stage 0-3



The hat gives you points.

Watch out for the flames as well as the jumping boards that Donkey Kong tosses. The platforms can be used to get through the stage.

Be careful not to touch the spikes at the bottom of the stage.

Stage 0-4



The handbag gives you points.

All you need to do now is to remove the six girders that keep the platforms in place. Once you do that, you'll save Pauline...but not for long! DK gets revenge and steal Pauline again, and this time you're going to have to unlock doors and make your way through several areas just to get her back.

Now the game truly begins.

For every 100 seconds you store from each set of four stages, you'll get an extra life. If you don't have any groups of 100 left, you'll still get an extra one for what you have left.

You'll also see how keys work. Just bring them to locked doors to open them. This is how you'll be completing stages from here on out.

World 1: Big City

Stage 1-1



Instead of chasing Donkey Kong around, you'll now have to find the key and open the door with it to proceed to the next stage.

The flaming oil platform will move up and down, while the duck men will run at you when you're at their level and they can see you.

Here's an interesting new thing you can do with the hammer: you can toss it in mid-air, then catch it on its way down to prolong how long it lasts and take it other areas that you normally wouldn't be able to take it.

Pauline's hat, handbag and parasol appear in every normal stage. If you collect them all, you can play a bonus game when you beat the level. I will be collecting all three of these items in every stage.

To get the key, press B while standing on it to pick it up (a la Super Mario Bros. 2) and Mario will physically lift it. All that's left it to take to the door with the keyhole so Mario can automatically unlock it. You can throw the key to destroy most (but not all) enemies and also make it easier to get to the exit, but it will flash after a while if it hasn't been picked up. Pick the key up again before it returns to its original position. If you get hit while holding the key, you'll drop it instead of losing a life. You can use the B button to throw the key to get rid of enemies or get it somewhere you wouldn't be able to take it while holding it.

You can also stand on top of enemies, pick them up and throw them at enemies, much like in Super Mario Bros. 2 as well. The garbage can can be picked and thrown in the same way. Some enemies can be stood on and picked up, while others cannot.

The slot machine bonus game will allow you to get some extra lives. Thankfully, it's pretty generous, so expect to get at least one extra life out of it.

Stage 1-2



The mice will walk all over the platform they're on. When they reach the end, they walk of the side and then walk upside down before reaching another edge and turning themselves right-side up again.

The wire lets Mario perform some wicked jumps. Just hang off of one, then hold Up on the Control Pad. The faster Mario spins on the wire, the higher you'll launch Mario when you press A.

The wheel mini-game will give you either a 1-Up or a 2-Up. At least you get something.

Stage 1-3



Even in this version of the game, it is still possible to be hit while Mario is holding the hammer straight up. Be careful.

To do a handstand, hold Down on the Control Pad while jumping. Pressing A again during the handstand will let you do a slightly higher jump. If you press A right when you do the handstand, the jump will be even higher.

Some trash cans will come alive when you stand on them, and slowly walk back and forth.

Sparks will travel through telephone wires, and will shock to the touch.

You cannot destroy flames by throwing enemies at them, but you can throw enemies to them and ride enemies over the flames by standing on them.

Stage 1-4



After three regular stages, you will face a boss battle with Donkey Kong. Whenever you beat him, the amount of time you had left from this and the last three stages will be totaled up and converted into more extra lives, just like at the beginning of the game.

This one is simple enough. Get to Pauline while avoiding the falling debris that DK causes to rain down. Use your handstand to block falling objects, and use your handstand jump and backflip to get around more quickly.

When you beat this boss battle, you'll also be introduced to a new game mechanic: magical platforms. Collect the arrow that points in two directions to create a bridge or ladder (depending on the arrow) and you'll be able to get around.

Stage 1-5



You'll be able to test out the magical platform here. Just touch the icon, then place the bridge where you want to put it. The bridge will disappear after nine seconds (once the music for the magic platforms is playing at its fastest speed), so hurry up.

Be careful when falling. If you fall from high enough, Mario will tuck and roll when he lands. If he jumps from a little higher, Mario will land on his back and will be stunned for about two seconds. If you jump from too high up, Mario will land on his head and die.

Stage 1-6



Now you get to play around with magical ladders, and use both the magical bridges and ladders in tandem. Another very simple stage. Just watch out for those fireballs with legs. They can also walk on walls and ceilings.

When placing magical platforms and ladders, make sure that nothing is in the way. Pick-up locations for things such as hammers, hats, parasols and handbags will be treated as solid objects by the magical platforms and ladders. Also, magical ladders and magical platforms cannot go through each other.

If you use more than one magical environment changer, you'll reset the timer on the platforms and ladders that you have created. When the timer ends and the special music stops, everything will disappear at once. Remember this for future stages.

If you complete a stage in 50 seconds or less, Mario will close the door behind him when you put the key in the exit door.

Stage 1-7



Be sure to place the magical bridge so that it's either lined up with or ends up going underneath the platform where the exit is. That way, you can more easily avoid the duck guy (which I've learned is called a Rappie).

Stage 1-8



This time, you fight Donkey Kong. Stop the barrels with your Handstand (or let the barrels hit the walls to the side) and throw them at Donkey Kong. Three will do him in.

You'll then be introduced to switches before getting some extra lives. Hold B and use the D-Pad when over them to flip them.

World 2: Forest

Stage 2-1



This stage is very easy. The bugs around here will walk on walls and ceilings, much like the mice. The spiders have spikes on them, and unlike most enemies, even jumping on them to hitch a ride will immediately kill you.

Hit the switch to trigger the bridges. This allows you to get everything, including the key, and get to the exit.

If you leave the key outside of where you found it long enough, it will start flashing. If you don't pick the key back up quickly, it will return back to where you found it, and you'll have to go find it all over again. 

Stage 2-2



The switch here will trigger more of the platforms. In the middle position, both the left and right sets of platforms will stand still. If you move the switch right, the left moves down while the right moves up. If you move it to the left, however, the opposite is true: the left moves up and while the right moves down.

As long as you can effectively use the switch and keep from touching the spider running around in a circle in this stage, this stage can still be pretty easy. Just make sure you're not holding the key if the spider touches you, as that causes Mario to be stunned and drop the key, which makes progressing more difficult than it can already be at times.

Sunday, June 7, 2026

PrinceWatercress plays Donkey Kong Land III: Dixie Kong's Double Trouble - Part 13 of 13


It's time for Time Attack Mode! Fun fact: I recorded all of the footage for this video in the span of one hour, all in one night. That's how long it took me to clear all twelve courses. Thank you, Master Thief Sprints from the first Sly Cooper game.


In Time Attack Mode, you'll be playing through twelve levels and getting from the start of the level to the end as quickly as possible. All of these levels will be based on levels that you have played before, and if you complete all twelve of them, you'll get a trophy from the game congratulating you for beating the game fully at 103%.

Stilt (0:48)


For this one, you'll definitely want to play as Dixie the entire time. You'll want to take the high road and use the helicopter spin across the sky for as much as you possibly can, as it will allow you to skip a lot of the terrain and also a lot of the enemies. If you can do all that while going as fast as possible, you'll have no problem with this one.

Mill (1:30)


This one will give you a little more trouble compared to Stilt. You'll want to jump up to the next level from the moving platforms as soon as possible, and you'll also want to roll into or run under all those Rekoils. At the moving platforms before the porcupine enemies, you'll want to go left at the top so you don't run into a dead end. When you see the arrow made of bananas pointing left, you'll want to follow it. If there's an area leading downwards with moving platforms, drop straight down and avoid the platforms. You'll go downwards faster that way.

Snow (0:53)


You'll want to take the high road again and roll through all the Skiddas while running across the roof of every log cabin that you find as the first snow level in the game comes back with a time attack vengeance. Just like in the Stilts level, you'll also want to use Dixie's helicopter spin to fly through as much of the stage as possible, as it will allow you to skip past much of the terrain. Also, be ready to do your spin/roll attack through the last Skiddas before the goal, as it just might give you the late-race boost you might need.

River (0:55)


Be ready to use Dixie's helicopter spin through much of the level. You'll want to stick to the high road (again), and you'll also want to be ready to jump over the set of three Knick-Knacks (those flying bugs) shortly after the start, as that will give you a huge boost. Be ready to avoid the Knick-Knack before the N (the Kong Letter) so you can drop into the water, get back onto dry land and get back on the move as quickly as possible.

Coral (1:20)


The first underwater level is back...in time attack form! Get Enguarde as soon as you start the stage, as you'll be able to move faster as Enguarde. After you're back in Kong form, you'll want to swim into the wall when you see the Barbos enemies. You'll swim into an invisible barrel cannon, and once you get in, you'll want to hold Right on the D-Pad so that you can get to the goal as soon as you're launched out of it. You'll need to use this shortcut if you want to beat the stage in less than 1:20.

Tree (1:22)


This one can be a bit tough if you don't know what to do. You'll need to roll through the rat enemies, and you'll also need to drop down the areas where you go straight down. There is a barrel cannon that will launch you upward just a little bit, and I usually find myself using it to save a few seconds. If there are platforms in the way, you'll need to use your roll attack in order to move towards and fall off the edges, which will keep your roll going indefinitely as long as you're moving off ledges. As for the parts where you need to climb up and avoid the Minkeys, use the barrel shields, but be ready to quickly climb up the ropes at the first opportunity. 

Cliff (1:20)


Cliff is probably the hardest of the time attack stages to beat. I go up at the start, and I drop downwards at the parts where I need to go down. You don't need the steel keg shortly after the start, but it might help with one of the big blue Kremlings. Drop down from all the ropes as soon as you can, then use the barrel cannons and head left while avoiding the Klasps. Once you drop down, you'll need to avoid all the Buzzes as you head to the right, then you'll need to drop down all of the ropes while heading to the left. Once you're past the last Klasp, just keep heading to the left, drop down as you go, and jump over that big blue Kremling to get to the goal.

Machine (1:40)


Be ready to jump over the Bazuka and his barrel shots shortly after the start, and keep in mind that the Karbines - the owls that shoot out the fireballs - will shoot out a fireball the moment they are on-screen, but if you keep running without hesitation, those fireballs will not hurt you. On the parts where you have to go up while dealing with a Karbine, you'll need to time your ascent so that you can avoid getting hit by fireballs. I recommend jumping into the barrel cannon past the first lava pit that leads the O; you can skip a little bit of the terrain that way and you can drop down and get back on the move without having to use the barrel cannons that will take you back to the meat of the stage. There's another Bazuka that shoots barrels near you before the N, but once you get past him, the worst that the stage can throw at you will be over. With that said, being as fast as you can before the N is essential to beating the stage in less than 1:40.

Falls (2:00)


The final waterfall level is the time attack stage for Falls. For this level, I recommend not using Ellie at the beginning, as you can save time not transforming into her. Also, taking the barrel cannon shortcut shortly after the beginning can definitely shave a few seconds off if you can get to it seamlessly. For the Tracer Barrel sections with the Buzzes, you'll need to time your movements and your launches so you can easily get over the Buzzes while getting to the other side quickly as easily, and with enough practice, you'll get used to the up and down movements from the Tracker Barrel launches. There are very few areas where you can use Dixie's helicopter spin, if any, and none of them are in the areas with the Tracker Barrels. When you see the arrows made of bananas that point at where to go, follow them. Once you reach the top, head to the right.

Cave (1:45)


Aside from all of the enemies you'll need to get past, there are also the Ghost Barrels that you'll have to luck out with. As long as you're fast, they're not much of a problem. Also, when you get Squitter, be ready to shoot out webs constantly, and make sure that you forego the Barrel Cannons so that you can get down faster. Also, watch out for the Kuchucka at the end, especially if you have just one Kong, as that Kuchucka can be an absolute run killer.

Jungle (0:58)


You'll want to use Dixie's Helicopter spin whenever you can in this stage. When the game hands you a Barrel Cannon to jump in, be sure to take it. Once you get on the conveyor belt ropes, it's just a matter of taking the high road and sticking to it with Dixie. When you see the Barrel Cannon pointing down and right at the conveyor belt ropes, take it; the first one lets you continue on while the second leads you to the end.

Tube (0:46)


When it comes to the jumps over the Buzzes, the bananas will be your guide. The trick is to jump just before you touch the bananas, because if you jump the moment you touch them, you'll be too close and you'll be taking a hit. Once you get on the second sled, you won't have the bananas to guide you, so you'd better have the jumps down if you want to beat the time of 46 seconds here. When you reach the Barrel Cannons, aim to the left so you can finish the level.