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.

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