Showing posts with label Donkey Kong Land 3. Show all posts
Showing posts with label Donkey Kong Land 3. Show all posts

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.

Monday, June 1, 2026

PrinceWatercress plays Donkey Kong Land III: Dixie Kong's Double Trouble - Part 7 of 13


In this entry, we get to work on the fourth world of the game.


Great Ape Lakes

Jungle Jeopardy



The ropes here double as conveyor belts. Be careful not to bump into the Buzzes when hanging off them.

The first bonus area is below the second Buzz on the first pair of conveyor belts. Get under that Buzz, then drop down where the bananas are to drop into the bonus area. Watch out for the Buzzes as you collect the stars.

The second bonus area is off the edge after the checkpoint. There's also a barrel cannon underneath the Knick-Knack after the G. There's a ton of barrel cannons to go through here, and they all take you to the bonus area. Watch out for the barrels shot by the Bazukas as you get to the Bonus Coin. Also, the stone platforms will break when you land on them, so be careful.

Koin is just before the end. Throw the steel keg to the right and follow it, then jump over Koin before the steel keg reaches him to get the DK Coin.

Footloose Falls



This is where you'll be introduced to the stone platforms that crumble when you land on them if you haven't been bonus hunting.

Ellie the Elephant is playable in this level! You can run and jump as usual, but pressing B lets you spit water. Holding Up lets you spit upwards. Unlike the game's Super Nintendo counterpart, you have infinite ammo with the water spit.

The first bonus area is left before the checkpoint. Before the checkpoint, there will be a bunch of bananas making an arrow pointing right. Go left instead; this leads to some stone platforms that you'll have to jump across in order to get to the bonus area. Be careful on the way up as you collect all the stars.

Kopter makes his debut here. Wait for him to hit the floor and die so you can avoid him.

Koin and the second bonus area will be at the top of the stage, all the way to the right. Throw the steel keg to the right over Koin to get the DK Coin, then jump into the last gap before Koin to enter the bonus area. This is a simple bonus area involving the stone platforms and the rocket barrels leading up to the Bonus Coin.

Deep Reef Grief



This area is one big narrow passageways, so watch out for enemies.

The first bonus area is right past the O. Watch out for the Barbos as you approach it. As for the bonus area, you'll need to swim around to find all the stars. THe Bonus Coin will materialize near the lower-right corner.

The DK Coin is shortly after the first bonus area. Don't go down like the bananas tell you to; instead, go to the right to find the DK Coin.

The second bonus area is down past the N. Don't go left even though the bananas tell you to do so; go down instead and avoid the Bazzas to find the second bus area. For this one, you'll need to avoid all the enemies in the narrow corridor to get to the Bonus Coin.

After this, you can save the game at Wrinkly Refuge, then head to the Sheepy Shop and beat the card matching game there.

Sunday, May 31, 2026

PrinceWatercress plays Donkey Kong Land III: Dixie Kong's Double Trouble - Part 6 of 13


In this entry, we complete the latter half of the third world of the game.


Surface Tension



The first bonus area is left of the start. Take out the enemy moving across the ground with a jump and run under the Buzzes to get in the Bonus Barrel. Take to the air and jump on the Knick-Knacks on the way across the water to get the Bonus Coin.

The second bonus area is to the left of the checkpoint. Go left after you trigger it and stay on land the whole time. You'll find the O as well as the second bonus area. Avoid the Buzzes and the Koco fish on the way to the Bonus Coin.

Koin is under the N. You'll notice the steel keg after you jump into the barrel cannon to launch yourself over the wall; take it back to the left and throw it over Koin's head to get the DK Coin.

From here, you can save your game at Wrinkly's Refuge.

Tundra Blundra



Once again, you'll need to go left of the start for the first bonus area. Jump over the bit and jump on top of the cabin to find it. Take down all the Buzzes by hitting them with Barrels to get the Bonus Coin.

The second bonus area is after the first Lemguin hole. You've seen the Lemguins before at the end of the last snow level, but here, you'll see them just a little bit more. They will jump out of the holes in the ground and slide at you, but they can be easily jumped on. You'll have to jump onto a Knick-Knack, then immediately head left as soon as you bounce off it to enter a barrel cannon that takes you to the Bonus Barrel. Avoid the Lemguins to get to the Bonus Coin.

You'll need to jump over the goal to get to Koin. Move past him to get the steel keg, then hit him with the ol' bank shot to get the DK Coin.

Believe it or not, depending on what version of the game you're playing, there may or may not be a pit after the steel keg at the end of the level. If there is no pit, you're playing v1.0 of the game; if there is a pit, you're playing v1.1. The pit is there to prevent a glitch caused by standing all the way to the right with the steel keg as Kiddy and throwing the steel keg to the right; if this is done in v1.0; the steel keg gets trapped in the snow and you can't get it back until you leave the level.

Redwood Rampage



There are some creatures with planks on their heads. If you jump on them, they will jump high into the air, allowing you to reach areas you normally couldn't.

The first bonus area is below the area with the K, and you'll see it along the way. Once you're out of the area of the tree with the K, drop all the way down and head left. Climb the rope and avoid the Minkys to get to the bonus area. Here, you'll need to avoid the Minkys as you move from the beginning to the end to get the Bonus Coin.

The DK Coin is left of the O. On the way to the checkpoint, you'll have to keep going up until you see two of those platform creatures that jump up when you stand on them. They will take you to the steel keg, and you can hit Koin with the bank shot as usual to get the DK Coin.

The second bonus area is between the trees with Squawks. After jumping into the Squawks barrel and getting the N, go all the way down. Before entering the next tree, however, go up between them instead. You'll find the second bonus area. Take out all the Buzzes on your way up with Squawks' egg attack to get the Bonus coin in the lower-right corner of the bonus area.

Arich Attack


When Arich is up in the air, stay to the far left or far right corner and duck down to avoid the spit projectiles that bounce around as Arich moves above the top of the screen. When Arich drops down, jump on him when he is near the ground. He goes down after four hits. The first phase has two projectiles, the second has three, the third has four, and the last has six. 

Saturday, May 30, 2026

PrinceWatercress plays Donkey Kong Land III: Dixie Kong's Double Trouble - Part 5 of 13


In this entry, we start the third world of the game off right...and quickly, at that!


Blackforest Plateau

Rocketeer Rally



Welcome to the first waterfall stage, where you'll have to make your way from the bottom of the stage to the top.

The barrel cannon with the arrow pointing up as well as the afterburner exhaust is the Rocket Barrel. It will rocket upwards before launching you upwards, so be ready to move to the side when you get shot out of one.

The first bonus area will be to the right of the K. The barrel cannon with the T and the two arrows is the Tracker Barrel, and as you move left and right while being blasted out of these barrel cannons, the barrel cannons will follow your movement. Keep this in mind as you collect all the stars.

The second bonus area is just after the G and to the left of the two Bristles enemies that you'll meet after collecting it. The Rocket Barrel that the bananas will guide you to will take you to the bonus area, where you'll be using Rocket Barrels to collect the stars again for another Bonus Coin.

Koin is at the top, all the way to the left. Thankfully, the dead end behind Koin is an invisible wall that the steel keg can bounce off of.

Vertigo Verge



This is the first mountain level in the game, and here, you'll be dropping down from the top to the bottom. Y'know, the opposite of the last age.

The first bonus area is left after the K. Once you're on the rope with the Buzzes near it after the start, go left, then drop down with Down and B to get in the Bonus Barrel. Here, you'll need to collect all the stars while avoiding the explosive Klasps.

The DK Coin is after the checkpoint. Grab the steel keg, then throw it over Koin's head into the wall on the right to get the DK Coin.

The second bonus area is down after the G. After you collect the G, there will be a bunch of bananas in an arrow shape pointing right; go down instead to find the bonus area. Here, you'll need to avoid the Klasps and the Buzzes as you get from point A to point B and collect the Bonus Coin.

Polar Pitfalls



If you jump up off the Slippa on the fourth log cabin in the level, you can get into a barrel cannon that will take you to two Bear Coins.

The first bonus area is in the pit after the O. Interestingly, the first pit has a 1-Up in it, while the second pit has four bananas. The third pit in this area is what you want, as it takes you to the bonus area. For this one, go over the first cabin, through the second and over the third.

The DK Coin is after the checkpoint. You'll see Koin first, then you'll see the steel keg afterwards. Take the steel keg back and hit Koin in the back with the bank shot to get the DK Coin.

The second bonus area is in the last pit after the N. Avoid the Buzz and drop down to find the bonus area. Thankfully, this leads to a simple "Bash The Baddies" room.

If you jump over the goal, you'll find two 1-Ups in the pit.

After this level, you'll reach another Sheepy Shop. Go ahead and play it for the Clock and the DK Coin.

Friday, May 29, 2026

PrinceWatercress plays Donkey Kong Land III: Dixie Kong's Double Trouble - Part 4 of 13


In this video, we complete the second world of the game. 


Black Ice Blitz



In this stage, you'll be riding on a bobsled. You'll need to jump directly on top of enemies in order to defeat them, and you'll also need to watch out for some of the log cabins, as while some of them are in the backgrounds, others are in the direct path, and you'll lose a Kong if you run into them. Just watch the ground; if it disappears in front of a cabin, be ready to jump.

The first bonus area is in a pit to the left of the "no bobsled" sign that makes the bobsled disappear once it moves past. The pit in question is found near where you found the G. This one may take a few tries, as you'll be on the bobsled for this and you'll need to figure out where the stars are and get them all in one shot.

Jumping over the goal allows you to access the second bonus area as well as Koin. For the second bonus area, you'll need to jump to the hill at the end and jump into the lone banana to the left to reach it. Thankfully, this bonus area is a lot easier, as you can just jump on the roofs of the cabins to get to the barrel cannons and the Bonus Coin. As for Koin and the DK Coin, just throw the steel keg over Koin's head and into the wall.

After this level, you'll reach the second Sheepy Shop. Just like last time, beat the matching game to get the DK Coin and the clock, among other things.

Riverbank Riot



The DK coin will be at the start. Grab the steel keg to the left of where you start, then take it to Koin and throw it over his head from the right to get the coin.

The first bonus area is in the first body of water, which is also near the start. Jump in and swim to the left to reach it. Watch out for the Buzzes!

In this stage, you can either go through the water to make progress, or you can jump off the Knick-Knacks to reach the barrel cannons in the area. If you go for the air route, you'll pick up a few things, including a Bear Coin, and you'll avoid the Barboses at the same time.

The second bonus area is in the final body of water in the stage. A pit with two Buzzes and a barrel cannon will hint at this early. If you picked up the G, you went too far; go back to the left and search the water for the bonus area. You'll need to jump on all of the Knick-Knacks in order to get the Bonus Coin. Get the ones on the top on the way to the right first, then take care of the rest on the way back to the left.

Miller Instinct



I see what you did there, Rare.

The DK coin and the first bonus are soon after the start. The steel keg is near the Squawks barrel, so grab that and do the bank shot off the wall like you've been doing to get the DK coin. From there, jump to the right and into the corner in the ceiling to enter the first bonus area. You'll be looking high and low for all the stars - especially at the last rope - to get the Bonus Coin here.

From here, you'll be flying around and spitting eggs as Squawks again. Have fun destroying the enemies; I did.

The second bonus area is after the "maze" area with all the Buzzes. When you have a choice between going left or right; head right, you'll find the bonus area. Here, you'll need to aim the barrel cannons towards the bananas with Left and Right on the D-Pad to get to the Bonus Coin at the end.

Bleak Magic


Head all the way to the right side of the room and jump over any snowballs that Bleak blasts your way. When a barrel shows up, grab it and throw it at Bleak. As you throw barrels at Bleak, he will shoot more snowballs at you. Be ready to jump when you see him bend all the way down, as the snowball he launches from that position will be coming at you. After four barrels, Bleak goes down and you'll get the Bonus Coin and the second world cleared.

Thursday, May 28, 2026

PrinceWatercress plays Donkey Kong Land III: Dixie Kong's Double Trouble - Part 3 of 13


It's now time to take on the second world of the game.


Primate Plains

Coral Quarrel



Compared to the previous underwater level, the paths are a lot more narrow, which can make avoiding enemies harder if you're not taking your time. Also, Enguarde returns in the latter half of the stage; make sure you get him to make getting around easier.

The first bonus area is below the double set of Bazzas just after the start. Just avoid the Barbos on the way to the end to get the Bonus Coin.

The DK coin is left after the continue barrel. Don't follow the banana arrow pointing right immediately; instead go left and avoid the Barbos to get the DK Coin. 

The second bonus area is after the N. Don't go left; instead, go down and get the G as well as the second Bonus Barrel. Getting the stars is easy as long as you avoid the enemies here.

Minky Mischief



The spiders with the wooden planks on their heads will jump up and down when you stand on them; use them to reach higher areas in the trees. As you climb the ropes, watch out for the Minkys. You can't destroy them, and they will constantly throw rocks at you from out of the walls. There will also sometimes be other enemies like Buzzes that will be flying around near the ropes; especially in later levels like this one.

The first bonus area is back to the left and down after the checkpoint. Collecting the stars is easy, especially with Dixie's helicopter spin.

Later in the stage, you'll be able to play as Squawks. A flies, B spits eggs. You can move yourself around with Left and Right on the D-Pad and descend faster with Down.

The second bonus area is after the two Buzzes you have to fly between as Squawks; go up the next tree to find it. As you look around for the token, watch out for Buzzes that will get in your way.

The DK coin is just at the end. After you come out of the tree, jump straight up to find a hidden barrel cannon that will take you to Koin. Grab the steel keg and throw it over his head to hit him in the back and get the DK Coin.

Jetty Jitters



The DK Coin is left of the start. Just throw the steel keg to the left over Koin's head to get the DK Coin.

The Klasp enemies are much like the Kremlings in the barrels that try to push you around, but if you come into any contact with them, they will explode and take you with them.

The first bonus area is below a pit where you meet a Klasp on the docks. Drop down to find the bonus area. Follow the areas (and collect the stars that make them) to get the Bonus Coin.

The second bonus area is where you can helicopter spin to a roof from the ropes, and it will be after the checkpoint. Jump into the barell cannon at the end to enter. For this bonus area, get to the end, then jump to the left off the Booty Birds to get the Bonus Coin. As for the big blue Kremling, you can only defeat him by jumping on him as Kiddy.

From here, you can save the game at Wrinkly Refuge.

Wednesday, May 27, 2026

PrinceWatercress plays Donkey Kong Land III: Dixie Kong's Double Trouble - Part 2 of 13


In this entry, we complete the first world of the game.


Total Rekoil



The bouncy guys are Rekoils. A jump on the head is best, although you can also roll/spin into them as well in case they're on the ground. Be careful when tangling with them; you can get hit when you least expect it.

The first bonus area is to the left. Go left and jump up. You'll be able to jump into a barrel cannon that will take you to the first bonus area. Here, you're taking on a Buzz and a couple of Rekoils to get the Bonus Coin.

When you have a choice between going up and going left after the start of the level, go left first. You'll find Koin; throw the steel cage into the wall on the left from the right of Koin to get the DK Coin.

The second bonus area is in the corner near the ceiling, just before the G. Here, you'll be collecting stars again for a Bonus Coin. Watch out for the Rekoil.

If you roll/spin off an edge and then jump, you can perform a mid-air superjump.

Sheepy Shop


At the Sheepy Shop inhabited by an unnamed Brothers Bear located in every world, you can match cards with the D-Pad and the A button. The blocks at the bottom indicate how much time you have left. When you beat the game, you'll get a DK Coin, a Bear Coin, a 1-Up, a bunch of bananas and a clock. That last item will be important much later on, and you will need all of the clocks.

If you complete the matching game fast enough, you'll get a cheat code! You'll also get five Bear Coins.

The Sheepy Shop can also be used to teleport from one world to another, much like Funky Kong's services in the other games.

Koco Channel



At the start of the level, jump over the water and jump to the right off the two Knick-Knacks. You'll find Koin on the other side; throw the steel keg so it hits the wall behind Koin to get the DK Coin.

This is where the game's equivalent of the Klap-Traps debut. Don't roll into them, or you'll get bitten and lose a Kong.

Squitter the Spider is back and he controls just like he did in the second game. B will shoot web projectiles that defeat enemies, and if you press Select while a projectile is out, it will turn into a web platform. Use the web platforms to get to places you normally couldn't. Also, hold Up or Down while shooting web projectiles to aim upwards or downwards, respectively.

If Squitter lands in water, it will hurt him, so don't do that.

Speaking of which, the first bonus area is to the left after you get Squitter. Go back to the left and take to the sky with the web platforms in order to find it. In this bonus area, you'll need to brave the lake and it's fish - and two Rekoils if you go to dry land early - to find the Bonus Coin.

The second bonus area is in the last body of water in the stage before the goal. Go down and to the left to find the bonus area. Beyond the Bonus Barrel are two extra lives and a Bear Coin, which I didn't even bother to look for. You'll be collecting stars again; head to the left for stars that are easy to mess when you drop into the water here.

Liftshaft Lottery



The porcupine enemies known as Bristles can only be hit with a spin/roll attack from the front; hitting them from the back or jumping onto them will cause you to lose a Kong.

The first bonus area is to the right when you have a fork in the road. (Left leads to a barrel cannon and the O.) You'll be collecting stars for this one; watch out for the Buzzes as you climb up and down the ropes.

The DK coin is just before the N. Instead of heading left like the arrow of bananas tells you to do, keep going up. You'll find Koin. Throw the steel keg over Koin and into the wall for the DK Coin.

The second bonus area is near the end. The upper-left corner will look a bit suspect if you're riding on the moving platforms. Jump towards that area to jump into a barrel cannon that leads to the bonus area. You'll be bashing the baddies here. Don't worry about the Buzz; just take out the four Rekoils for the Bonus Coin.

Barbos Bastion


You'll turn into Enguarde as soon as you enter your first boss fight. Also, when you start a boss level, you'll always automatically start it with both Kongs.

Barbos will shoot a miniature version of himself at you; when it stops, wait for it to fully open up, then stab it so it flies right into Barbos and hits him. 

Stay all the way to the upper-left to avoid Barbos' attacks. The mini-mes will get faster with each phase of the battle, with the third mini-me almost cornering you. After the third hit, Barbos attacks one more time before you get the Bonus Coin and complete the first world of the game.

Tuesday, May 26, 2026

PrinceWatercress plays Donkey Kong Land III: Dixie Kong's Double Trouble - Part 1 of 13


It's high time I played through this one from beginning to end years after playing the second game.


Donkey Kong Land III is based on Donkey Kong Country 3, and while it shares a lot of things such as music, controls, enemies and level themes, it actually has a different plot much like the first Game Boy game did. The game starts with a hunt in the Southern Kremisphere for who can find the Lost World first. Donkey Kong and Diddy Kong set off to find it, leaving Dixie Kong behind. Dixie leaves and takes Kiddy Kong with her, and it also becomes apparent that Baron K. Roolenstein (also known as K. Rool) is looking for the Lost World as well.

Also like the first Game Boy game, you have new world and level names, but at least you don't have to look them up in the manual this time.

For this game, I'm using a translation of the Japan-only Game Boy Color version, which called Kiddy Kong "Dinky Kong" and fixed some bugs from the Western releases - including fixing the camera so that it more easily catches up with you if you're falling - while also having some omissions, such as missing dialogue and animations, that the Western versions did not. Thankfully, this translation patch also fixes what's wrong with the original Japanese version, and you can find it [url=https://www.romhacking.net/translations/1757/]here.

When you start the game, you'll start in Cape Codswallop. It's time to start moving about.

Cape Codswallop

Red Wharf



I didn't get the pun behind the level name for years.

Just like in the second game, you move around with Left and Right on the D-Pad. A jumps, and B lets you run while holding it down as well as pick up and throw barrels when you press and hold B for the former and let go of the button for the later. Holding Down and releasing B while holding a barrel lets you put it down. Pressing B on its own allows you to perform a roll attack. If you're playing as Dixie and you press and hold B while in the air, you'll do the helicopter spin that Dixie is known for from the second and third games in the 16-bit and handheld trilogies. Pressing Select lets you switch Kongs if you have both, and Start pauses the game.

Barrels can be used as weapons against enemies. If you find a barrel with the DK logo, you can break it to free the other Kong. Dixie is quick and can float in the air with her helicopter spin, while Kiddy Kong is more like Donkey Kong and is more about powering through enemies and defeating tougher Kremlings with a single jump when Dixie is unable to do it.

Bananas in this game act as coins, just like in all the other games in the two trilogies. A bunch of bananas will be worth ten bananas. Collecting 100 bananas will give you an extra life.

Jumping into barrel cannons will launch you into new areas.

The bear coins will be used at the Sheepy Shops, which I'll go into more detail about later.

To defeat enemies, you can jump on them or hit them with the roll attack. Some enemies cannot be jumped on, and some enemies cannot be rolled into. Other enemies are indestructible and should be avoided.

The K-O-N-G letters will give you an extra life when collected. Grabbing balloons will also give you extra lives, and you can see how many you have at the bottom of the screen.

Each stage will have at least two bonus areas, indicated by Bonus Barrels, barrel cannons that have the letter B inside an explosion shape on them. Entering them takes you to a bonus area. To find the first one in this level, go through the walls to the left after you jump into the watter and get the O.

Jumping into horizontal ropes will allow you to grab onto them and climb along them with Left and Right. Jumping off by either jumping normally or by holding Down on the D-Pad and pressing A to drop down will allow you to let go. One of the horizontal ropes - the final one in the level, in fact - will lead to a bonus barrel that you can jump to.

The first bonus area is "Find the Token." For this type of bonus area, you'll need to search the area to find the Bonus Coin; when you find the coin, you'll complete the bonus level. In this type of bonus area, you may see enemies, but defeating them is not required. In every bonus area, you'll have a timer in the upper-right corner, so you'll need to be quick to find it. Thankfully, if you fail a bonus level, you can always go back to where you found the Bonus Barrel to try again. 

The second bonus area is "Collect the Stars." Much like in the second game, you'll need to collect all the stars in the bonus area before time runs out to get the Bonus Coin to appear so you can collect it. In this specific bonus area, you can control the barrel cannon with the D-Pad and launch yourself out of it with the A button so you can collect all the starts. The Bonus Coin will be on the roof on the far right.

You must collect the Bonus Coins to get credit for the bonus area, and you'll need all of the Bonus Coins to collect everything in the game. If you see an exclamation point next to a level name, you've found both bonus areas.

There's also Koin, a guy holding a shield with the DK logo on it. You'll need to hit him in the back with a steel keg, and thankfully, he's always facing you with his shield in front of him, so while you cannot hit him head on, you can hit him from behind. In this level, Koin will be above the goal. Just throw the steel keg over him from the left. It will bounce off the non-existent wall on the right and hit him in the back. Defeating Koin gives you a DK Coin, and you'll need to get all of them to fully complete the game. You'll also get a DK Coin icon next to the level name signifying that you have found that stage's DK Coin.

The flag at the end is the goal. If the flag is limp, you didn't find both bonus areas; if the flag is fully unfurled, you did.

Seabed Shanty



Once you have some areas opened up, you can use the D-Pad to move around the map and the A button to enter levels.

You'll need to hold Left and Right on the D-Pad and repeatedly press A to swim. Down on the D-Pad allows you to descend faster, and you can ascend faster by swimming by holding Up as you move. Holding Down while pressing A allows you to ascend more slowly.

Going down and to the left at the start will take you to an Enguarde barrel. Swimming into it will turn you into Enguarde the swordfish. Enguarde can move in eight directions freely with the D-Pad, and the B button will allow him to stab forward and defeat enemies.

If you move into an Enguarde barrel while already Enguarde, it will count as breaking a DK barrel and you'll get an extra Kong, which is the same as getting an extra hit point in this case.

The enemies with the spiky shells are called Barbos, and they can only be defeated by Enguarde and only when they are fully opened. If they are closed, touching them will result in you taking a hit. If you're not Enguarde, avoid them.

The green fish that come out of the pipe-like coral in the wall will constantly move in one direction from one pipe to the other. 

The first bonus area is down and to the left after the N. In "Bash the Baddies," you'll need to defeat all of the enemies before the time runs out to get the Bonus Coin to appear. In this particular one, you're defeating all the fish with Enguarde.

The second bonus area is before the two sets of bananas making arrows pointing right to the goal near the end. When you see the first "arrow," go down instead. This is another "Collect the Stars" bonus area where you're collecting stars with Enguarde the Swordfish.

The DK Coin is above the G. In underwater areas, the DK Coin will not be guarded by Koin; instead, they will be in plain sight, and you can collect the coin by moving into it.

After this level, you'll be able to head to the Wrinkly Refuge. You can save your game here, and in this game, it's always free.

Ford Knocks



If you drop down at the start to play as Enguarde and get the K, you'll miss the first bonus area. You'll have to play through the level again to find the first bonus area.

The flying ladybugs - known as Knick-Knacks - act as aerial platforms that take you to other areas, but you can only jump on them once.

The flying enemies with the angry smiles are called Buzzes. They are much like the Zingers from the earlier games, and you can only defeat them either with a barrel, with invincibility or with the abilities of certain animal buddies. 

The first bonus area is above the wooden awning after the start. There will be a barrel cannon; jump into it to be launched into the Bonus Barrel. Hit the Booty Birds here with barrels to defeat them and take their items, then get the Bonus Coin.

At one point in the level, there is a gap with a 1-Up Balloon in it. Drop down and get the 1-UP to find the bonus area. Thankfully, you just have to defeat the enemies here, which is dead easy.

The DK coin is in plain sight at the end of the level; just throw the steel keg at the left wall while standing to the right of Koin.

To exit a level you've already completed, press Start to pause, then press Select to return back to the map screen.