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.

Next | End

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.



Saturday, June 6, 2026

PrinceWatercress plays Donkey Kong Land III: Dixie Kong's Double Trouble - Part 12 of 13


It's time to wrap up the main game. Let's do this.


Rainforest Rumble



The first bonus area is left of the start. To get to it, you'll have to drop straight down from the edge of the cliff and turn into Squawks as soon as you fall into the Squawks barrel. Me, not knowing this, did a helicopter spin to the left onto the Klick-Klacks to get to the other side. You'll be collecting the stars, but at the same time, you'll be shot from barrel cannon to barrel cannon, so it's more like you're just going to the end when you're really collecting all the stars.

The entire level has you playing as Ellie. It's a good thing you have infinite water spits, as it takes care of all the enemies in the first half of the level quite efficiently. At least you're not running at top speed here. 

The second bonus area is down the pit after the "No Ellie" sign and before the steel keg. All of the stars will be to the right of the Buzzes, so make sure you don't go too far to the left as you explore all of the conveyor belt ropes here to get all the stars. The Bonus coin will be down and to the right below the bottom-most conveyor belt rope.

The DK Coin is past the goal. Get rid of the big blue guy, then take the steel keg past the goal and throw it to the right over Koin's head so you can hit him in the back and take the DK Coin.

At least you can save your game here in case you didn't save it elsewhere.

Barrel Boulevard



At the O, you'll need to go both up and down. Above the O, you'll find the first bonus area. Use the barrels from the Bazuka to help yourself get there. For the first bonus area, you'll be moving from Rocket Barrel to Rocket Barrel while collecting the stars to get to the Bonus Coin on the other side. Below the O, you'll find Koin. The steel keg will be to the left after the descent leading to Koin; grab it and take it back to Koin and hit him in the back with the tried and true bank shot to get the DK Coin.

The seocnd bonus area is below the N. When you're climbing on the horizontal rope after the N, drop down again from the rope from the right side to find some platforms leading downwards. Watch out for the Klasps as you head to the left to the Bonus Barrel. Use the D-Pad to shoot yourself towards the bananas to get to the Bonus Coin on the other side.

There is a shortcut that lets you skip to near the end of the level below the second bonus area, but you'll miss out on the G as well as a few Bear Coins if you take it.

Ghoulish Grotto



The DK Coin is to the right of the Kopters after the start. Helicopter spin over the barrel cannon with Dixie, then grab the steel keg and hit Koin in the back with it to get the DK Coin.

There's an extra life you can collect if you don't take the barrel cannons at the start.

The first bonus area is in the pit before Squawks. It will have a tight squeeze between two Buzzes, but if you drop down it, you'll find the Bonus Barrel. You'll be collecting all the stars while taking a wild barrel cannon ride here. Helicopter Spin to the left with Dixie at the end for an extra life.

The second bonus area is above the second Ghost Barrel after the N. Wait for that Ghost Barrel to point upwards, then jump in and hold Left so you can land on the ground below the Bonus Barrel. (You can also wait for it to point up and left; if that happens Here, you'll be destroying all the Rekoils; be sure to hit them all on their way down.

Watch out for the Barrel Cannons below the Buzzes and the Kuchukas.

K. Rool's Last Stand


If you entered the Sheepy Shop in the world, the Bear Brother would have told you to come back with 77 Bonus Coins, which is all of the Bonus Coins in the game. When you enter this area for the first time, Baron K. Roolenstein will tell you to come back with six watches and the DK Coins. To do that, you'll have to go back to the Sheepy Shop in this world with 77 Bonus Coins, play and beat the card matching game one more time, and you'll have six watches and all the DK Coins. From here, you can face Baron K. Roolenstein once and for all.

For the first phase, jump over him when he moves towards you at ground level, then stay away from him to avoid the bombs. Grab the barrel, then stay standing where you picked up the barrel so that K. Rool runs right into it.

For the second phase, stay all the way to the left to avoid the bombs, then jump over K. Rool and go all the way to the right to avoid more bombs. Grab the barrel, then stay in place with the barrel in your hands so that K. Roll runs right into it.

For the third phase, jump over K. Rool when he moves towards you, then jump over the first two zaps and stay on the ground to avoid the next two. Jump over the next two zaps (which will have a slightly longer delay between the two), then jump over K. Rool. Jump over the next two shots, stay on the ground for the next two, jump over the next two shots while minding the delay. Grab the barrel and stand in place to score another easy hit.

For the fourth phase, stay all the way to the left to avoid the bombs. He will then fly left over your head. Run all the way to the right and avoid the bombs, then watch for two zaps followed by one more bomb. K. Rool will then fly over your head to the right. Move to the middle, grab the barrel, and stand in place while holding the barrel for one last hit. Go all the way to the right after that final hit to avoid a surprise bomb, then you'll get the 78th and last Bonus Coin and beat the main game.

Afterwards, Baron K. Roolenstein will give you six more watches, bringing your grand total to twelve (giving you all the watches in the game) before you get brought to the Time Attack Mode screen. You have just one more task before you can beat the game in full...

Friday, June 5, 2026

PrinceWatercress plays Donkey Kong Land III: Dixie Kong's Double Trouble - Part 11 of 13


It's time to tackle the final world in the game!


To enter the Lost World, you'll need to collect all five of the Watches (which I keep calling Clocks) from all five of the Sheepy Shops in the previous worlds as well as all of the DK Coins up until this point. Once you do that, you'll be able to enter The Lost World.

The Lost World

Whiplash Dash



This level is another bobsled level. You'll have to time your jumps to get over all the Buzzes without getting hit as well as jump over those bottomless pits for not one section, but two. Between the two sections, you'll meet Koin and the steel keg. Move post him and the Buzzes, then throw the steel keg to the left, have it take out the Buzzes on the way, then go back, get the steel keg again, and throw it to the left over Koin's head so you can get the DK Coin. If you want to do both things separately, that's fine, too.

The two bonus areas are to the right of the goal. The first one will be in plain sight, and for this one, you'll need to collect the stars will avoiding the bombs being thrown by the Kuchukas. To enter the second bonus area, you'll need to jump over the barrel leading to the first one. You'll enter an invisible barrel that will take you there. You'll be in the sled again; grab all the stars while avoiding the Buzzes.

Kuchuka Karnage



The only Kuchukas in the level are at the beginning. For Pete's sake, game.

The first bonus area will be in the pit after the first Bazuka and just after the second, in the lower-right corner. Here, you'll be collecting the stars as Squawks avoiding barrels blasted out by Bazukas. I didn't know this until I wrote this guide, but if you go up and to the left instead of to the right (which leads to the Bonus Coin), you can get an easy-to-miss extra life.

The second bonus area is to the left of where the N is, and you'll find another barrel cannon that will take you there. Thankfully, you can move the barrel cannon at the fork in the road with the D-Pad in order to get there more easily. Once again, you're collecting stars, but you'll be avoiding barrels and bombs from the side from the sides and fireballs from above as well as another Kuchuka along the way, who is throwing bombs to the right and not the left.

The DK Coin is past the goal, and you'll find the steel keg along the way. Just grab it and move past the goal with the steel keg in your hand, then throw the steel keg over Koin's head to the right to get the DK Coin.

Haunted Hollows



Half of this level is underwater, and the rest of it will be on dry land once you surface.

The first bonus area is upwards after the K, past the Barbos. Here, you'll be playing as Squitter, and you'll have to defeat all of the Buzzes on the way to the other side to get the Bonus Coin to appear.

The DK coin is at the surface of the water, before the O and directly above the nearby DK Barrel. Go all the way to the left before surfacing out of the water to find Koin. Grab the steel keg, then stand on top of him and throw the keg to the left to get the DK Coin.

The second bonus area is after the first Kuchuka. There is a barrel cannon after the Kuchuka and above the enemy after it. Thankfully, you can jump into the barrel from the raised part of the ground. Collect the stars, but watch out for the Kuchukas!

Thursday, June 4, 2026

PrinceWatercress plays Donkey Kong Land III: Dixie Kong's Double Trouble - Part 10 of 13


In this entry, we finally beat K. Rool again, but we're not done yet...


Bazuka Bombard



The Bazukas are back and out in force. Watch out for them and their barrels.

The first bonus area is in the open area with the two moving platforms. You'll need to take the right platform and then jump towards the upper-right corner of that area to enter the bonus barrel. Once again, you'll be aiming and shooting out of barrel cannons to collect all the stars so you can collect the Bonus Coin at the top.

The O is in the upper route in the fork in the road.

The second bonus area is past the static platforms you'll have to jump up after the checkpoint. Just before the N and the lava pit that precedes it, you'll need to jump and helicopter spin with Dixie to the right off the edge, and you'll need to use a barrel to bounce yourself to it. You'll have to take out all the enemies to get the Bonus Coin here, so watch out with those Rekoils.

The DK Coin is near the end. Koin and the steel keg will be in separate compartments in the floor, and wall bouncing the steel keg into Koin's back will win the day here.

After this, you'll reach another Sheepy Shop. Match all the cards and get the rewards here.

Ugly Ducting



Oh, hey, an airduct level where you have to swim around! There will be plenty of Kocos and Barbos swimming around, so watch where you're going.

The first bonus area is to the left after the start. Go all the way to the left after swimming up from the starting area, and you'll soon find the Bonus Barrel. You'll be swimming around to get all of the stars here. The Bonus Coin will appear in the upper-right corner of the room when you collect everything.

The DK Coin is to the right of where the K is. Swim all the way to the right, then make your way up to the surface of the water to find Koin and the steel keg. Just jump over the gap with the steel keg and throw the keg into the left wall into Koin's back to get the DK Coin.

The second bonus area is to the right of where you find Squawks. After transforming, go up, then right. Spit eggs at all the Buzzes to get the Bonus Coin, which will show up in the upper-left corner of the room when you get done.

Stalagmite Frights



This level is the debut of the Ghost Barrels in the game. Just like in the third Super NES game, the Ghost Barrels warp in and out every few seconds, and they face a random direction every time they re-appear. You'll need to be patient to use these things as intended and get through the level, especially when the ones at the end are positioned under Buzzes and will automatically shoot you straight into one if you're careless.

The first bonus area is upwards after the O, and you'll need to transform into Squitter to get here. While making platform webs, use the Ghost Barrel to your advantage when it is pointed up and to the left. In the bonus area, shoot down or avoid all the Kopters to get to the Bonus Coin on the other side.

The DK Coin is upwards after the N, and once again, you'll need to be Squitter to get up here. Thankfully, there is a No Animal Buddies sign in the area so you can grab the steel keg and throw it into the left wall to hit Koin in the back.

The second bonus area is shortly after the DK coin is, and it is to the left of where the two barrel cannons are. You'll need to get here with Dixie's helicopter spin. You'll need to use the Ghost Barrels to get past the Buzzes in the bonus area to get the Bonus Coin, but watch where they're aimed!

There is a Kachucka throwing bombs near the end. Avoid the bombs and their explosions, and remember that you cannot defeat Kachuka. Just move past him and hit the goal.

K. Rool Duel


Baron K. Roolenstein will fly around and shoot electric zaps. You'll need to avoid him and his projectiles to win.

For the first phase, avoid being in the air. When the barrel pops up, run directly into him to hit him. Do not throw the barrel, as there is a chance you will miss. Whenever K. Roolenstein bounces around 

For the second phase, jump over the electric shots when he goes low. 

For the third phase, jump over the zaps, then hit him with the barrel.

For the fourth phase, it is high, low, low and high for the zaps. He does it from one side, then the other. Hit him with the barrel afterwards, then avoid him to beat this boss battle. K. Rool will escape to the Lost World, then you'll get the credits...but you have one more world to go...

Wednesday, June 3, 2026

PrinceWatercress plays Donkey Kong Land III: Dixie Kong's Double Trouble - Part 9 of 13


It's time to take on the final regular world of the game, but at the rate we're going, we're going to get everything and enter the Lost World. Game on!


Tin Can Alley

Tropical Tightropes



The DK coin is left of the start. Throw the steel keg to the left over Koin's head to get it.

The first bonus area is after the K and before the O; more precisely, it will be between the second and third conveyor belt ropes. Line yourself up with the tree and drop straight down, and you should get there. You can also use Dixie's Helicopter spin from the other end of the ropes and float to the left and find it that way. Launch yourself up to the conveyor belt, then head left and avoid the Buzzes while collecting the stars to get the Bonus Coin at the bottom on the other side.

The second bonus area is beyond the goal. Right off the edge of the ground is a barrel cannon that will take you to an area on the other side of the pit past the goal; the bonus area will be all the way to the right. There will be a Bazuka shooting barrels. Watch out for the Buzzes as you jump from platform to platform to reach the Bonus Coin on the other side. Keep in mind that if you mess up, you'll have to go through the entire level again just to re-enter.

Clifftop Critters



To find the first bonus area, you'll need to head left at the first fork. You'll find the bonus area at the dead end. Launch yourself from barrel cannon to barrel cannon to get all eight stars, then launch yourself at the Bonus Coin between all the barrels.

Shortly after the first bonus is an area off the side, to the left, where Koin and the steel keg is. Throw the steel keg left over Koin's head to get the DK Coin. If you see the K, you went too far; go back up and look for it. 

The second bonus area is to the left at the second fork near the end of the stage. Watch out for the Kopter that drops down as you make your way to it, as well as the Kopters that come down from the left side as you climb the rope to the Bonus Coin.

If you jump over the goal, you'll find an extra life.

Rickety Rapids



There are apparently two 1-Ups above where you start, and I didn't even notice them until I made this guide. You'll have to drop down to the platform you can see above where you start with Dixie's Helicopter Spin to get them.

The first bonus area is at the pit before the checkpoint; drop straight down it to be taken to the bonus area. Remember that the stone platforms crumble when you land on them at the beginning. At least you'll have Rocket and Tracker Barrels to get around with afterwards. Watch out for that Buzz.

The second bonus area is all the way to the left at the top of the stage. Don't go right like the bananas tell you at first; go left instead to find the bonus area. Since you're in another waterfall stage, you'll be using barrel cannons to get all the stars, but at least it's pretty easy and you'll be using a Tracker Barrel at the end.

Koin and the DK Coin are past the goal. Grab the steel keg, move past the goal while you're holding it (this won't trigger the goal), then throw the steel keg to the right over Koin's head to get the DK Coin.

Tuesday, June 2, 2026

PrinceWatercress plays Donkey Kong Land III: Dixie Kong's Double Trouble - Part 8 of 13


In this video, we wrap up the fifth world of the game.


Karbine Kaos



Squitter's back, and you'll need him to get some of the bonus stuff.

To find the first bonus area, you'll need to go up after finding Squitter. Use the platform webs to get up there, and watch out for the Bazuka. Take out the Buzzes if you need to as you make platform webs to the right and get to the Bonus Coin.

The DK is left after the checkpoints. As you make your way down after the checkpoint, go left instead of going down where the barrel cannons are. You'll find Koin; throw the steel keg over his head to get the DK Coin.

The second bonus area is right after the N. After getting launched upwards by the barrel cannon next to the N, go left to find the bonus area. Rotate the barrels with Left and Right on the D-Pad and fire with A to get to collect all the stars and get the Bonus Coin.

Simian Shimmy



There is a hidden barrel cannon just after the start that will let you skip a little bit of the level and get the K immediately.

To reach the first bonus area, you'll need to bounce off the Booty Bird containing the O near the checkpoint and head left as you get brought upwards by the bounce to reach a platform. Enter the barrel cannon, then jump your way up to find the bonus area. Collecting all the stars is easy; it's getting down at the last stretch with the rope that can be difficult.

The DK coin is below the Minkys after the N. You'll more than likely find the steel keg before you find Koin at this point. When you find it, go back to the right, then drop down to find Koin. Throw the steel keg over his head to hit him in the back and get the DK Coin.

For the second bonus area, you'll need to jump on the Knick-Knack above the steel keg you need to defeat Koin and get the DK Coin, and move right on the bounce. You'll be able to jump your way upwards to another bonus area. Watch out for the Buzzes as you get from Point A to Point B to find the Bonus Coin.

Rockface Chase



The first bonus area is in the corner after the O. After getting past the two Klasps, jump to the right into the corner to find the bonus area. Use the steel kegs to get rid of the Buzzes as you defeat all of the enemies to get the Bonus Coin.

Be sure you're on the left side of the rope when the Kopters come down so you don't get hit.

The second bonus area is to the right at the fork in the road near the end of the stage. Watch out for the Rekoils and the Klasps as you head in that direction for the bonus area. Move around all of the ropes carefully to find all the stars. The Bonus Coin will materialize near the lower-left corner.

The DK coin is just before the end. Drop down where the Klasp is, and you'll find both Koin and the steel keg. Throw the steel keg at the wall, then jump over Koin so the steel keg hits him in the back.

Krazy KAOS


Duck down to avoid KAOS, then jump on the fan blades and avoid the boxing gloves that come out of KAOS when you jump on its head.

For the second phase, jump over KAOS as it moves back and forth, then you'll get a repeat of the first phase. The third phase is the same way. In case you miss, KAOS will switch between bringing out the fan blades and not bringing out the fan blades whenever it goes up. It will also stay above ground level before you hit it again.

After the third hit, avoid KAOS as it moves around before you get the Bonus Coin and clear the world.