Tuesday, June 16, 2026

PrinceWatercress plays Donkey Kong for Game Boy - Part 9 of 11


In this video, we tackle one of the wildest stages that the game has to offer.

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Stage 8-3



You can swim inside the waterfalls, and you can ascend if you hammer the A button fast enough. Use this to your advantage to swim to the top of the stage, then go down the ladder and toggle the switch to open the door to the exit. Go back up, get the key, drop down while avoiding the spikes, and ride the crusher to get to the door.

All this time, you'll have to avoid both the bird and the eggs it drops, so watch the skies.

Stage 8-4



Avoid the hedgehogs, and go for the switch as soon as you can get to it (DK will be playing with a switch that controls the bridges).

The intermission shows Mario standing on rocks to try to get to DK.

Stage 8-5



Just use the Super Hammer to get rid of the bricks and the hedgehogs. This is easy. You don't even need the ladder, since you can get around easily with the handstand jump.

Stage 8-6



Place the magical springboard under the handbag, then use it to get up. Avoid the crushers as you go right. Go down and get the key. Take the moving platforms, flip the switch just under where the key was. Avoid the crushers as you make your way to the door.

That's one way to do it. The other way is to hit the top switch to the right, then the bottom one to get to the top. You can then hit the switch in the upper right, get the key, then bring the key back down to the exit.

Stage 8-7



The Panzers make their first appearance since Super Mario Bros. 2 and all of its ports. 

Avoid the Panzer, get the key, hit the magical bridge platform and use the platform to break your fall. DK Jr. will be playing with the switch, but all he'll be doing is reversing the direction of the conveyor belts. The hammer is only there if you want to grab all the bonus items.

Stage 8-8



All you're really doing here is avoiding the rocks that Donkey Kong throws as you make your way towards Pauline. You can ride on top of them just like in the intermission, too, and you'll actually need to do that in order to get across the spikes and up the second ladder to get to DK and Pauline.

In the intermission, Mario jumps higher to make it easier to get across the waterfall.

Stage 8-9



If you want to skip the water, you can always get hit by a Mini Mushroom so you can take the bottom route. Otherwise, be careful around the fish and don't let them bite you. As for the switch, you'll want to move it to the left.

Stage 8-10



For this one, get to the magical springboard with the handstand jump and position it so you can get the key. Make sure that the tiny, singular bottom platform does not fall down. Once you grab the key, stand on that platform and ride it down to the door. You could continue to collect magic springboards, but you might find this to be easier.

You've also got the wind working against you much like in some of the Airplane stages here, so be careful. In this stage, it is all too easy to fall to your death.

When it comes to getting the key down to the exit, if you can get the key to land on the left side of the left spike pit, then hold Left after picking the key up from the spike pit, you're good.

Monday, June 15, 2026

PrinceWatercress plays Donkey Kong for Game Boy - Part 8 of 11


We're getting close to the end, and we've still got plenty of levels to go.

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Stage 7-5



The icicles, when they fall, will act as platforms. When they shake, they're about to disappear before they slowly respawn on the ceilings. You'll have to be ready to jump from one icicle to another.

Stage 7-6



For this one, wait for the walking flames to fall after running out of ice blocks to melt, then wait for two of them to get on the bridge above the moving platforms. Toggle the switch and the rest of the ice blocks will be melted.

The switch also reverses the direction of the moving platforms, so grab the key, go up on the moving platforms and toggle the switch when you have fire near the exit again.

From there, you'll want to place one of the magical bridges so that the fire will walk on them and melt the ice blocks surrounding the exit. Place another one directly under the exit, and you're good to go.

Stage 7-7



For this one, grab the key and get in the water. You can use the key to take out all of the underwater enemies by throwing it at them.

You can use a handstand jump to get the purse underneath the exit.

Leave the key there, then use the magical platforms and bridges to make your way to the door. Watch out for the squid when you get back in the water.

Stage 7-8



After keeping the icebergs on the surface of the water, you'll be taking a quick ride on conveyor belts while avoiding a (literally) crushing defeat. Thankfully, the conveyor belts go in the direction where you want them to go, so if you can time your movements perfectly, you can get to Pauline before DK shakes the screen again.

Stage 7-9



Head to the right and flip the switch, and carefully ride to the bottom of the moving platforms with the icicle. Stand on the walrus to trigger the icicles into falling down, then go up and cross the icicle bridge. Just remember that you'll need to walk underneath the spike pit to get the icicles to come down first. Use the magical ladder to reach the nearby switch and toggle it. This switch causes a bridge to appear to your immediate right and also causes the moving platforms to go back up. You'll also open the door blocking the key, so get the key and get back to the start.

Stage 7-10



You'll need to use the icicles as platforms to get to the end. You'll want to run across the second icicle as it's falling. For the ladder before the end, you'll want to get on the last icicle while it's in mid-air in order to climb the ladder, as you cannot grab a ladder while jumping.

The three bonus items are at the end. You'll need to get to them and jump back as quickly as possible; just watch which platforms come down.

Stage 7-11



The invisible door is in mid-air between the magical bridge and ladder icons. It's not exactly between them (it's a little higher up), but it's in that relative location.

Use the magical ladder at the top to get to the switch and toggle it. You can get the key, but there's still the problem of getting to the door. Let the walking flame run out and melt the ice blocks in your way, then drop down from the left and get the magical springboard. Place it in Mario's fall path, and you'll save yourself from falling too high.

If you put the magical bridge where the door is, the game won't let you position the bridge there as it will overlap the door. From there, you can use the magical platform and springboard to get to the bridge. The bridge must be touching the top half of the fourth wall block of the bottom.

Stage 7-12



The icicles make it slightly harder to grab some of the barrels. Thankfully, there are three spots where the barrels will stop moving and stand upright, so you should have plenty of ammunition to hit DK with.

World 8: Rocky Valley

Stage 8-1



Get in the water, grab the key and toss the key up once you're all the way to the right. Go up, plant the magical ladder so that you can climb upwards. Toss the key up over where the hat is. Climb up and get the key before it disappears. If you need to take out the fish, keep in mind that the key will reappear where it is found when it falls into a pit. Avoid the armadillos on the way to the door. You're done.

Stage 8-2



Go to the right, hit the switch, then jump over where the hedgehogs are on the way back. When you reach the platforms, stand on the platforms on the bottom to get rid of them, then throw the key on the conveyor belt and duck to get under the gap. Grab the key, then take the platforms upwards and avoid everything that gets in your path.

Sunday, June 14, 2026

PrinceWatercress plays Donkey Kong for Game Boy - Part 7 of 11


In this video, we finally get off the plane only to end up someplace pretty cold. This is where the game starts to get even tougher.

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Stage 6-5



The turrets make their first appearance here, and they will switch between shooting forward, upwards at a 45-degree angle and straight up. This can make getting around the stage a little dicey. Just remember that you can take damage and not die if you have the key in your hand.

Stage 6-6



You're in the clouds this time around.

On the moving platforms, keep moving left so you don't get blown off the edge. As for the diagonal swinging line, you'll want to be at maximum speed to make it right to the key.

Getting to the key is easy, it's the way back that's slightly more difficult. Just be sure to leap off the very edge so you don't land in the spikes.

Stage 6-7



Go all the way to the top and get the key. Throw it on the conveyor belt, then toggle the switch and go down one level. Grab the key before it returns to where you found it. Toggle the switch again, then keep repeating this step until you make it to the next-to-the-bottom-most level. Hit the magical ladder icon and place it so that you can climb down to the beginning, then do the conveyor belt stuff one more time. Grab the key, then toss it up the platforms until you reach the upper-left-most locked door. You're done.

I make this sound easy. It's not. This will require some trial and error to get the muscle memory down. Also, if you're going for the hat, parasol and purse, you're going to have to get the key twice: once to use the key as a boost to get to the power-ups in the first place, and twice to open the exit door.

Stage 6-8



This isn't any different from the other levels where you toss barrels at Donkey Kong, but you're doing it outside of the plane and the wind is involved. Be careful.

Don't hold Left at the start. You will die instantly. Hold Right at the start instead.

The cutscene here shows that the walking flames will cause ice bridges to melt.

World 7: Iceberg

Stage 7-1



Let the walking flame at the beginning clear out the ice blocks that are in your path. From there, take the moving platforms up and hit the switch. This not only removes the bridge to the left and lets the two walking flames near it move around and clear more ice blocks, it also reverse the direction of the moving platforms.

You'll want to toggle the bridge when they leave the upper-left corner, so they can clear the ice blocks and give you access to the key. You'll then need to get to the switch near the key, toggle the bridges off, throw the key down to the floor above the exit, toggle the bridges back on, then climb down to the key and grab it before it disappears.

Being that this is an ice level, the ice platforms will have you slipping and sliding around. Use your jump to fine-tune your positioning.

Stage 7-2



The octopus will try to latch onto you. Move left and right rapidly to shake it off.

The walrus will lunge at you with his teeth when he sees you.

The icebergs will sink the longer you stand on them. Keep jumping on them to keep them on the surface.

To beat this one, flip the switch in the lower-right corner to turn on the moving platforms, underneath the water. Mind the octopus. From there, you'll be able to get the key. Just watch out for the walrus.

While on the iceberg, be sure not to fall into the water with the key. Otherwise, you'll have to get the key all over again as you won't be able to swim with the key.

Stage 7-3



The door is near the hat, but there's a rather interesting conundrum involving the door: it's invisible. Expect to see them a few more times in the Iceberg world and remember where they are in each level.

This one's pretty simple. Just jump onto one of the penguins and grab and throw it into the other when you reach the switch. Toggle the switch, grab the key and you're good. You can use the magical springboard, but the walruses can be used as a means of getting to the exit more easily, too.

Stage 7-4



The main thing to watch out for here are the crushers. Not only will you be dealing with that, but you'll also have to deal with Donkey Kong reversing the direction of the moving platforms every so often.

The intermission shows off a new hazard: falling icicles that will get in your way. Thankfully, you can use them as platforms when they come down.

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.