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.

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