1852 lines
69 KiB
Plaintext
1852 lines
69 KiB
Plaintext
#######################################################################
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DKC FAQ (v1.0 of 12/20/94)
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#######################################################################
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This FAQ is also available as "dkc.faq" by anonymous FTP,
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courtesy of GamePro magazine's Andy Eddy. It is located
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on "ftp.netcom.com" in "/pub/vi/vidgames/faqs".
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Send any additions and corrections to Chris Stassen
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(stassen@alc.com).
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#######################################################################
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This FAQ has three major sections:
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(1) "Frequently Asked Questions" about things OTHER than bonus rooms
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and hard-to-find items.
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Questions:
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Q-1: How many levels are there in Donkey Kong Country?
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Q-2: How can I tell if I've found all of the bonus rooms in a level?
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Q-3: How can I jump for extra distance (horizontally)?
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Q-4: How can I grab things out of a pit without falling to my death?
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Q-5: What's the "Diddy controller code"? How does it work?
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Q-6: Where are the special "2x" icons?
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Q-7: Are there any ways to bypass parts of some levels?
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Q-8: Does the ending change depending on the percentage of completion?
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Q-9: Is the original "Donkey Kong" game hidden within DKC?
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Q-10: Are there any "warps"?
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Q-11: Are there any Game Genie codes?
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(2) A list of the locations of all 67 bonus rooms.
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Index:
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BR-1. Kongo Jungle bonus rooms
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BR-2. Monkey Mines bonus rooms
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BR-3. Vine Valley bonus rooms
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BR-4. Gorilla Glacier bonus rooms
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BR-5. Kremroc Industries, Inc. bonus rooms
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BR-6. Chimp Caverns bonus rooms
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BR-7. General notes and strategy hints
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BR-8. Sample description interpretation
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BR-9. Kinds of bonus rooms
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(3) A list by level of all hard-to-find objects (animal icons, animal
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crates, golden letter icons)
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Index:
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OB-1. Kongo Jungle hard-to-find or hidden objects
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OB-2. Monkey Mines hard-to-find or hidden objects
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OB-3. Vine Valley hard-to-find or hidden objects
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OB-4. Gorilla Glacier hard-to-find or hidden objects
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OB-5. Kremroc Industries, Inc. hard-to-find or hidden objects
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OB-6. Chimp Caverns hard-to-find or hidden objects
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#######################################################################
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Frequently Asked Questions - about things other than Bonus Rooms
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#######################################################################
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Questions:
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Q-1: How many levels are there in Donkey Kong Country?
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Q-2: How can I tell if I've found all of the bonus rooms in a level?
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Q-3: How can I jump for extra distance (horizontally)?
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Q-4: How can I grab things out of a pit without falling to my death?
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Q-5: What's the "Diddy controller code"? How does it work?
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Q-6: Where are the special "2x" icons?
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Q-7: Are there any ways to bypass parts of some levels?
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Q-8: Does the ending change depending on the percentage of completion?
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Q-9: Is the original "Donkey Kong" game hidden within DKC?
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Q-10: Are there any "warps"?
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Q-11: Are there any Game Genie codes?
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=======================================================================
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Q-1: How many levels are there in Donkey Kong Country?
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There are 33 "normal" levels, 67 bonus rooms, and seven boss
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areas. There are also six each of the "friendly" areas
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(Candy Kong, Cranky Kong, and Funky Kong).
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The first six bosses do not count towards the percentage total.
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The remaining 101 areas (33 levels, 67 bonus rooms, and
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the very last boss in "Gangplank Galleon") each count as 1%
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towards the completion total.
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-----------------------------------------------------------------------
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Q-2: How can I tell if I've found all of the bonus rooms in a level?
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On the map screen, a level is marked with an exclamation point
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once there are no undiscovered bonus rooms remaining in it.
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(e.g., "Ropey Rampage" becomes "Ropey Rampage!" when all of its
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bonus rooms are found.)
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-----------------------------------------------------------------------
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Q-3: How can I jump for extra distance (horizontally)?
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This question and Q-4 are related, because the same technique
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covers both. The trick is that the Kongs can jump upwards out
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of a cartwheel (Diddy Kong) or barrel-roll (Donkey Kong), just
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as if they were standing on solid ground... even if they
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happen to be in mid-air at the time.
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Example:
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In "Jungle Hijinks," there is a red balloon above the group
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of trees is just past the [K] icon. There is a second red
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balloon over the next group of trees beyond that, and if you
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move quickly you will find a green balloon over the third
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group of trees.
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But the trees are spaced too far apart for Diddy to jump from
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group to group, even with a running start. Also, the second
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and third sets of treetops can't be reached from the ground.
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How do you collect the second and third balloons? By rolling
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off a tree, and then jumping from mid-air... which increases
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the total horizontal distance which can be covered in a single
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jump.
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In detail:
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(A) Position Diddy on the right-hand edge of the first group
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of trees, where you collected the first red balloon.
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(B) Press "right" on the control pad and the "Y" button
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(approximately simultaneously), and Diddy will cartwheel
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off the tree towards the right.
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(C) At any time before Diddy finishes the cartwheel move, (the
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later, the better), press and hold the "B" button to jump
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as high as possible. (Don't forget to continue to hold
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"right" on the control pad so that you jump to the right!)
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If your timing is good, you will land on the left edge of the
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next group of trees just in time to jump up and collect the
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second red balloon (before it floats away).
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With practice, you will be able to jump these large gaps quickly
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and easily. This technique comes in handy later in the game --
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there is at least one bonus room that I can't reach without it,
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and at least one more that is far easier to reach with this
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technique. But it is not stricly necessary to be able to
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cartwheel-jump, to get to the end of any level (or "win" the
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game with less than 101%).
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Unrelated note:
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This example, incidentally, is a good way to pick up lives very
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quickly. In "Jungle Hijinks"... pick up the balloon in Donkey
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Kong's tree-house and then these three treetop balloons, for a
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total of five quick lives. Then quit the level with pause-
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select (and re-enter to repeat as ofter as desired). I'm able
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to earn extra lives more quickly this way than with the "DYDDY"
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controller code (which is discussed later in this file).
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-----------------------------------------------------------------------
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Q-4: How can I grab things out of a pit without falling to my death?
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This question and Q-3 are related, because the same technique
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covers both. The trick is that the Kongs can jump upwards out
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of a cartwheel (Diddy Kong) or barrel-roll (Donkey Kong), just
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as if they were standing on solid ground... even if they
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happen to be in mid-air at the time.
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Example:
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In "Stop & Go Station", the golden letter [O] icon sits just
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below the level of the surrounding land, in a pit which kills
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Diddy or Donkey Kong should they fall into it and off the
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screen.
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How do you go about getting the [O] without losing a life? By
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cart-wheeling (or barrel-rolling) into the pit, falling partway
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down (far enough to collect the [O])... and then jumping upwards
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out of the roll in mid-air, to get back onto solid ground.
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In detail:
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(A) Position Donkey Kong (or Diddy Kong) at the left edge
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of the pit, facing to the right.
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(B) Press "right" on the control pad and the "Y" button
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approximately simultaneously, and Donkey (Diddy) will
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barrel roll (cartwheel) to the right and slightly
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downwards into the pit.
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(C) Once Donkey (Diddy) touches the [O] and collects it,
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press and hold the "B" button to jump up to the ground
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level on the opposite side of the pit. (Don't forget to
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continue to hold "right" on the control pad so that you
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jump to the right!)
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This is a move which requires some practice, but it isn't too
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difficult once you get the hang of it.
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Again, it is not strictly necessary to be able to do this in
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order to "win" the game, but you can't get "101%" or pick up
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some of the interesting items (e.g., also the [K] in "Forest
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Frenzy", and many other letter icons and bananas, especially
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in the later parts of the game) without it.
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Unrelated note: Not every item in a pit requires this
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strategy. Sometimes an item in a pit, especially a vertical
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line of bananas, is a hint that there is a hidden barrel
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cannon off-screen.
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-----------------------------------------------------------------------
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Q-5: What's the "Diddy controller code"? How does it work?
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It is a controller sequence that leads to a special bonus
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room, which always contains three golden icons of each animal.
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This allows repeated play in any of the animal bonus games
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(as Enguarde, Expresso, Rambi, or Winky).
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The code is "DYDDY" (down, Y, down, down, Y). Enter that
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exact sequence of directions and buttons on the controller,
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during the introductory screen that shows Cranky Kong turning
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the handle on a record player.
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In order to collect lives in this special area and then take
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the collected lives into a game, it is necessary to perform
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one extra "setup" step before entering the special bonus room:
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first get the "GAME OVER" screen by losing your last life IN
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A LEVEL THAT IS COMPLETED.
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(For more information on the meaning of "COMPLETED",
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see [NOTE 1] below.)
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When the "GAME OVER" screen is displayed, press "start" once
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to dismiss it and return to the game's opening sequence. Wait
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for Cranky Kong to show up. When he appears, enter the "DYDDY"
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code to get to the special bonus room.
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(In a two-player game, the player who died last must
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press "start" to dismiss the "GAME OVER" screen; then
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"Player #1" -- the player using the controller plugged
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into the left-hand side of the unit -- must enter the
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"DYDDY" code, play the bonus games, and exit.)
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When the special bonus room is entered in this way -- following
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a "GAME OVER" screen that is due to losing your last life in a
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"COMPLETED" level -- it is possible to exit the special bonus
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room with start-select.
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(For more information on start-select, see
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[NOTE 2] below.)
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When you exit the special bonus room in this manner... you will
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be returned to the game that you died in, on the main map
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screen at the level where you lost your final life.
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The main map will not "forget" any of "unsaved" progress that
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was made before your death. Also, you will still have all of
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the lives and spare animal icons which you collected in the
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special bonus room.
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(If you think you are following the instructions
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and still cannot get out of the special area,
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see [NOTE 3] below.)
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. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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[NOTE 1] Dying in a "COMPLETED" level
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A "COMPLETED" level is one where you have reached and walked
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through the exit door. Any "COMPLETED" level is marked with
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Diddy or Donkey Kong's head on the map screen, while any
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non-complete level is marked with a Kremling's head.
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-> It is not necessary that you find any or all of the bonus
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rooms in the level.
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-> It is not necessary that you die in the level which you
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completed the most recently, or a level which you completed
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since starting your current game. (i.e., it can be a level
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which you completed long ago, saved in a completed state,
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and had not revisited until you went in there and died.)
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-> It is not necessary that the completed state of the level
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be saved. (i.e., even if it IS a level which you have
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completed since the last "save," and it will revert to
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"uncompleted" status if you reset the game, it still counts
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as completed for the sake of returning from the special
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bonus room.)
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. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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[NOTE 2] How to use start-select
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Press "start" to pause the game. Wait a second or so, then
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press "select". (If you press "select" too quickly following
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"start", "select" is ignored.)
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This is the same controller sequence which is used in both
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this game and Super Mario World, to exit a level which you
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have previously completed. The sequence allows you to exit
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from anywhere in a level, even from inside its bonus rooms.
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If you aren't sure you are using start-select properly, try
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playing the game and using it to exit any completed level.
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If you can exit an already-completed level with this sequence,
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then you are doing it properly and should be able to exit the
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special bonus room in the same way (...providing that you had
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set-up your entry to the special bonus room properly).
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. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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[NOTE 3] Still can't get there?
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Are you still having trouble exiting from the special bonus
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room and carrying your lives back into the game? Try the
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following four things:
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[A] Be sure you are trying to exit from the special bonus room
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itself. "start-select" is always disabled while playing
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any of the animal bonus games... so it is never possible
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to exit from them.
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[B] Be sure you are using start-select properly. Test yourself
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by using it to successfully exit from a "COMPLETED" level
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while you are playing a normal game (see [NOTE 2]).
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[C] Be sure you are dying in a "COMPLETED" level to get the
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"GAME OVER" screen before entering the special bonus room
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(see [NOTE 1]).
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[D] If all else fails... try following the steps below, exactly
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and carefully, to test yourself and/or your cartridge.
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These steps reproduce a situation which is known to permit
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many different people to exit the special bonus room:
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1. Erase one of the three saved games, and start that
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game as a one-player game. (This resets the game to a
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known state.)
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2. Finish "Jungle Hijinks" by walking through the exit
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door, so that the level is marked with Donkey/Diddy
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Kong's head instead of a Kremling's. (It does not
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matter whether you visit any of its bonus rooms.)
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3. Backtrack to "Jungle Hijinks" and re-enter it. (If you
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have not done so yet, this is a good place to test your
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ability to exit a completed level with "start-select".)
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Kill yourself off. Keep re-entering "Jungle Hijinks"
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and killing yourself, until you lose your last life in
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"Jungle Hijinks" and then see the "GAME OVER" screen.
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4. Press "start" once to dismiss the "GAME OVER" screen,
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and wait for Cranky Kong to appear.
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5. When Cranky appears, enter the "DYDDY" sequence to get
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to the special bonus room.
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6. After winning at least one life in the various animal
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games, use "start-select" (see [NOTE 2]) when inside
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the special bonus room, to exit it.
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Following Step 6... you should be returned to the map area,
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back in your brand new one-player game. "Jungle Hijinks"
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should still show as "COMPLETED", even though you didn't
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"save" the game between completing that level and getting
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the "GAME OVER" screen. Your "life counter" should show
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all of the lives that you collected in the special bonus
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room.
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(If this sequence does NOT work for you, contact me via
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E-mail at "stassen@alc.com", and we will decide what to
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try next.)
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-----------------------------------------------------------------------
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Q-6: Where are the special "2x" icons?
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In each animal bonus area, there is a special extra-huge icon that
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doubles the quantity of golden icons collected so far, making it
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possible to get as many as eight extra lives in a single run.
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(Actually, I've been told nine is possible, but haven't been able
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to do it.) These icons are located:
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Expresso -- at the extreme right-hand end of the level, beyond
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where the level appears to end. (Go to the third (last) area
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to the right, stand on the last step on the right-hand wall,
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and jump as high as possible AND flap once for extra height,
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to get through an off-screen break in the wall.)
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Enguarde -- in a hidden room at the bottom-center of the area. It
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is straight down from Enguarde's starting position. (Go through
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an apparently solid wall.)
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Incidentally, there are three other hidden rooms in Enguarde's
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area. (One in the top-center, straight up from Enguarde's
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starting position; one at the left-center, straight left from
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Enguarde's starting position; and one at the right-center,
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straight right from Enguarde's starting position.) These
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rooms contain groups of the golden enguarde icons.
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Rambi -- at the extreme right-hand end of the level, beyond where
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the level appears to end. (Jump on top of the entrance door,
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stick to the highest ledges while moving across the whole level
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to the right, then jump over the right-hand cliff and head down
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into the special area.)
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Winky -- at the extreme left-hand end of the level, beyond where
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the level appears to end. (Cross to the left-hand side, climbing
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up to the top of the level, and jump over the left-hand wall.)
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-----------------------------------------------------------------------
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Q-7: Are there any ways to bypass parts of some levels?
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- Barrel Cannon Canyon
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To skip some of the first half of the level: Walk up above the
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entrance (bounce off the "Kritter" to get up on top of the
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doorway) and jump into the barrel cannon hidden at the extreme
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left. Jump into the overhead barrel cannon of the tree that it
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deposits you on. You'll be transported to the last barrel
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cannon sequence before halfway point of the level.
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To skip most of the second half of the level: just past the
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continue barrel, use Diddy to bounce consecutively off a few
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purple "Kritter"s (in the vicinity of the second bonus room)
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and then off a green one while he is still standing on a small
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hill at the extreme right-hand end of the land area.
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After hitting the green "Kritter", bounce left and
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up as high as possible, to land on a nearby treetop. From
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there it is possible to jump into a high (usually off-screen)
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"barrel cannon", which blasts into a horizontal sequence that
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ends just short of the exit.
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- Mine Cart Carnage
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To skip nearly the entire level: Jump over the barrel cannon
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that's just beyond the entrance (the one which blasts you into
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the first mine cart), and fall down as far to the left as
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possible (against the cliffside). You'll fall into an
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off-screen barrel cannon that deposits you in a mine cart
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shortly before the exit (there is one "Krash" cart coming the
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other way that you'll have to jump).
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[Source: Dave Kilman <dkliman@panix.com>]
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- Stop & Go Station
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To skip nearly the entire level: Walk back through the entrance
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door to be transported to a few screens short of the end of
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the level.
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- Snow Barrel Blast
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To skip most of the second half of the level: in the barrel
|
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cannon sequence that is just past the golden Rambi icon (which
|
|
is above a rotating barrel cannon with two "Zinger"s), blast
|
|
straight down from the third barrel cannon. You'll land in a
|
|
sequence of horizontal-blasting barrel cannons which kick you
|
|
up and out just short of the exit.
|
|
|
|
|
|
- Slipslide Ride
|
|
|
|
To skip about two thirds of the level: on the ledge above
|
|
the entrance (where the first bonus room is located) there is
|
|
a barely-visible on-screen barrel cannon above the entrance
|
|
to the bonus room. (It is hard to see because it is the same
|
|
color as the background.) When you jump into it, you will
|
|
emerge a short distance before the end of the level.
|
|
|
|
|
|
- Poison Pond
|
|
|
|
To skip a few sets of mincers: head straight to the left
|
|
after picking up the [N], past a single side-to-side mincer
|
|
and then a "room" with three rotating mincers. Go straight
|
|
across this room and through the left-hand wall. Upon
|
|
entering a hidden room, go through its left-hand wall to
|
|
appear in the middle of the last vertical shaft before the exit.
|
|
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
Q-8: Does the ending change depending on the percentage of completion?
|
|
|
|
Not in any significant way.
|
|
|
|
Upon winning the game with less than 101% complete: just at
|
|
the start of the endgame sequence, Cranky says a few lines
|
|
about being sure there are some things you haven't found yet.
|
|
|
|
Upon winning the game with 101% complete: at the same point
|
|
of the endgame, Cranky will instead congratulate you for
|
|
finding everything.
|
|
|
|
All of the rest of the endgame stays the same.
|
|
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
Q-9: Is the original "Donkey Kong" game hidden within DKC?
|
|
|
|
There have been a couple of rumors to this effect -- probably
|
|
because one of Cranky Kong's sayings at his cabin is that
|
|
he is leaving to play the original Donkey Kong game.
|
|
|
|
There have not yet been any solid reports in r.g.v.n about
|
|
how to get there, and I personally doubt that it is present.
|
|
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
Q-10: Are there any "warps"?
|
|
|
|
There are three warps in Kongo Jungle. They occur at each point
|
|
where a path between levels bends. To activate a warp, press
|
|
the "B" just as the map screen's marker reaches a bend in the
|
|
path.
|
|
|
|
Note that it must be a accomplished with a single press of the
|
|
"B" button at exactly the right time (I have not been able to
|
|
get into the warp by constantly and furiously pressing "B").
|
|
|
|
The only paths with bends in the whole game are:
|
|
|
|
1) between "Jungle Hijinks" and "Ropey Rampage" (warps to about
|
|
the middle of "Orang-utan Gang")
|
|
|
|
2) first bend between "Cranky's Cabin" and "Reptile Rumble"
|
|
(warps to the middle of "Ropey Rampage")
|
|
|
|
3) second bend between "Cranky's Cabin" and "Reptile Rumble"
|
|
(warps to just past the middle of "Orang-utan Gang")
|
|
|
|
If you successfully warp beyond the levels which you have
|
|
completed (e.g., you warp to "Orang-utan Gang" but have not
|
|
yet reached that level without the warp), the levels in
|
|
between are NOT marked as completed.
|
|
|
|
Once you have warped, it is not possible to get back to
|
|
the early levels of the game -- except by winning the entire
|
|
game, which returns you to "Jungle Hijinks". (Since the
|
|
intervening levels are not marked as completed, the "flight
|
|
path" from "Monkey Mines" to "Vine Valley" is never made
|
|
available.
|
|
|
|
[Source: Patrick McBride, <74454.1421@compuserve.com>]
|
|
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
Q-11: Are there any Game Genie codes?
|
|
|
|
|
|
Note: There are two different versions of this game. If the
|
|
first code doesn't work on your cartridge, try the alternate
|
|
one.
|
|
|
|
----------
|
|
|
|
Lives:
|
|
|
|
C2C9-4E2C [Works on both versions] Infinite lives
|
|
|
|
D568-C34D [Alternate: D568-C33D] Start with 8 lives
|
|
DC68-C34D [Alternate: DC68-C33D] Start with 11 lives
|
|
DE68-C34D [Alternate: DE68-C33D] Start with 16 lives
|
|
FB68-C34D [Alternate: FB68-C33D] Start with 26 lives
|
|
7468-C34D [Alternate: 7468-C33D] Start with 51 lives
|
|
0868-C34D [Alternate: 0868-C33D] Start with 76 lives
|
|
1768-C34D [Alternate: 1768-C33D] Start with 100 lives
|
|
|
|
----------
|
|
|
|
Invincibility:
|
|
|
|
EE65-C37E [Alternate: not yet available] When your last Kong
|
|
is hit, the other one returns--must have had both Kongs
|
|
at some point in the level for code to work--reset if
|
|
you get stuck.
|
|
|
|
1DCC-CA7A [Alternate: 1DCA-C2EA] Almost invincible--Switch
|
|
off if you get stuck.
|
|
|
|
D76B-337E [Alternate: not yet available] Get both Kongs back
|
|
on the map screen after dying (doesn't work when you
|
|
fall off screen).
|
|
|
|
----------
|
|
|
|
Number of bananas needed to win an extra life:
|
|
|
|
DBC1-3D6D + DCC1-34AD [Alternate: DBC9-340D + DCC1-3D6D] 10 bananas
|
|
F6C1-3D6D + FBC1-34AD [Alternate: F6C9-340D + FBC1-3D6D] 25 bananas
|
|
7FC1-3D6D + 74C1-34AD [Alternate: 7FC9-340D + 74C1-3D6D] 50 bananas
|
|
0CC1-3D6D + 08C1-34AD [Alternate: 0CC9-340D + 08C1-3D6D] 75 bananas
|
|
|
|
----------
|
|
|
|
Jumping:
|
|
|
|
A081-1273 [Alternate: A086-13E3] High jump for Donkey Kong
|
|
2D81-1273 [Alternate: 2D86-13E3] Super jump for Donkey Kong
|
|
3D81-1273 [Alternate: 3D86-13E3] Mega-jump for Donkey Kong
|
|
|
|
8081-1E73 [Alternate: 808B-1AE3] High jump for Diddy Kong
|
|
AD81-1E73 [Alternate: AD8B-1AE3] Super jump for Diddy Kong
|
|
2D81-1E73 [Alternate: 2D8B-1AE3] Mega-jump for Diddy Kong
|
|
|
|
A08F-C273 [Alternate: A087-C3E3] High jump for all animals
|
|
2D8F-C273 [Alternate: 2D87-C3E3] Super jump for all animals
|
|
3D8F-C273 [Alternate: 3087-C3E3] Mega-jump for all animals
|
|
|
|
----------
|
|
|
|
Miscellaneous:
|
|
|
|
1D6B-3FDD + 196A-333D [Alternate: 1D6B-3D6D + 196A-3ECD]
|
|
Keep animals between stages (keeping fish on a non-water
|
|
stage or others on a water stage will cause problems).
|
|
|
|
|
|
DD8B-C28A [Alternate: not yet available] In the 2-player team
|
|
mode, the inactive player can get control at any time
|
|
by pressing A or SELECT on their controller.
|
|
|
|
|
|
[Source: David Aldridge, <as440@FreeNet.Carleton.CA>]
|
|
|
|
|
|
#######################################################################
|
|
|
|
Location of all bonus rooms
|
|
|
|
#######################################################################
|
|
|
|
Following are short, semi-vague descriptions of the locations of all
|
|
DKC bonus rooms and their contents.
|
|
|
|
|
|
Index:
|
|
|
|
BR-1. Kongo Jungle bonus rooms
|
|
BR-2. Monkey Mines bonus rooms
|
|
BR-3. Vine Valley bonus rooms
|
|
BR-4. Gorilla Glacier bonus rooms
|
|
BR-5. Kremroc Industries, Inc. bonus rooms
|
|
BR-6. Chimp Caverns bonus rooms
|
|
|
|
BR-7. General notes and strategy hints
|
|
BR-8. Sample description interpretation
|
|
BR-9. Kinds of bonus rooms
|
|
BR-10. Acknowledgements
|
|
|
|
=======================================================================
|
|
|
|
-----------------------------------------------------------------------
|
|
BR-1. Kongo Jungle bonus rooms
|
|
-----------------------------------------------------------------------
|
|
|
|
- Jungle Hijinks
|
|
|
|
* First right-hand wall after the Rambi crate.
|
|
LEVEL: red balloon
|
|
|
|
* Right-hand wall in the pit under the tree with [G]. It's just
|
|
after a big hill -- or just about where the first bonus room
|
|
exits, if that route was taken instead.
|
|
MATCH: Rambi, Expresso, Winky, Enguarde icons
|
|
|
|
|
|
- Ropey Rampage
|
|
|
|
* Low off-screen barrel cannon, just to the right of the tree with
|
|
[O]. (Walk to the right off of the [O] tree, fall straight down
|
|
into the barrel cannon.)
|
|
LEVEL: [N]
|
|
|
|
* Low off-screen barrel cannon, just left of the red arrow signpost.
|
|
(Fall into the pit just before the red arrow sign.)
|
|
FIND: red balloon
|
|
|
|
|
|
- Reptile Rumble
|
|
|
|
* Right-hand wall, immediately below [K].
|
|
LEVEL: red balloon
|
|
|
|
* Visible barrel cannon above and left of a "DK" barrel on a hill,
|
|
between [K] and [O]. (The barrel cannon is only visible when
|
|
standing on the hill. There is a second similar hill after the
|
|
continue barrel, which does not have a barrel cannon nearby.)
|
|
LEVEL: only bananas
|
|
|
|
* Right-hand wall of two-"Slippa" pit, just past the continue barrel
|
|
and the [N] icon.
|
|
LEVEL: only bananas
|
|
|
|
|
|
- Coral Capers
|
|
|
|
<None>
|
|
|
|
|
|
- Barrel Cannon Canyon
|
|
|
|
* Hidden doorway on the cliff-side just past [O]. (It is not possible
|
|
to get to the doorway carrying a barrel. It is necessary to blast
|
|
straight into the cliff-side -- intentionally missing the moving
|
|
"connecting" barrel cannon -- immediately after collecting the [O]
|
|
icon.)
|
|
BLAST-SIDEWAYS: DK barrel and red balloon
|
|
|
|
* Right-hand wall of the pit that is between the 2nd and 3rd purple
|
|
"Kritter"s after the continue barrel.
|
|
BLAST-UP: top off-screen prizes: Enguarde icon on the left,
|
|
red balloon in the center, and a bunch of bananas on the right.
|
|
|
|
|
|
-----------------------------------------------------------------------
|
|
BR-2. Monkey Mines bonus rooms
|
|
-----------------------------------------------------------------------
|
|
|
|
- Winky's Walkway
|
|
|
|
* Visible barrel cannon above "Necky", just after continue barrel.
|
|
LEVEL: [N]
|
|
|
|
|
|
- Mine Cart Carnage
|
|
|
|
<None>
|
|
|
|
|
|
- Bouncy Bonanza
|
|
|
|
* Right-hand wall of the pit under a pair of "Zinger"s, between the [K]
|
|
and the [O].
|
|
MATCH: banana, bunch of bananas, Winky icon, red balloon
|
|
|
|
* Visible overhead barrel cannon, above the moving platform that is
|
|
between [G] and exit.
|
|
BLAST-UP: only bananas
|
|
|
|
|
|
- Stop & Go Station
|
|
|
|
* First right-hand wall after continue barrel. It's a short distance
|
|
past the steel-rim barrel that can be picked up.
|
|
BLAST-AROUND: only bananas
|
|
|
|
* High off-screen barrel cannon at LEFTmost position the first movable
|
|
tire can reach (the left edge of a wide, shallow pit with three
|
|
"Klaptraps"). The path up to the barrel cannon is marked with three
|
|
bananas in a vertical line.
|
|
BLAST-UP: top off-screen prizes: bunch of bananas on the left
|
|
and in the center, and Enguarde icon on the right.
|
|
|
|
|
|
- Millstone Mayhem
|
|
|
|
* High off-screen barrel cannon above the entrance door. (Use the
|
|
tire to bounce up on top of the entrance, then jump upwards from
|
|
there.)
|
|
BLAST-UP: top off-screen prizes: DK barrel on the left,
|
|
bunch of bananas in the center, and [K] on the right.
|
|
|
|
* Visible barrel cannon over 3rd millstone. (Get the movable tire
|
|
between the first and second millstones, by using the barrel cannon
|
|
hidden in the pit to knock out the tire from the spot to its
|
|
right.)
|
|
SPELL: "RARE" for Enguarde icon
|
|
|
|
* Right-hand wall below the fifth millstone.
|
|
FIND: green balloon
|
|
|
|
|
|
-----------------------------------------------------------------------
|
|
BR-3. Vine Valley bonus rooms
|
|
-----------------------------------------------------------------------
|
|
|
|
- Vulture Culture
|
|
|
|
* High off-screen barrel cannon at the right edge of the land area
|
|
with a coconut-thrower sitting on a movable tire. The path up
|
|
to the barrel cannon is marked with three bananas in a vertical
|
|
line.
|
|
SPELL: "KONG" for Expresso icon
|
|
|
|
* Left-hand wall in the land area that is just past a sequence with
|
|
a barrel cannon and two "Necky"s; before the continue barrel.
|
|
JUMP: 2 blue "Klaptraps" for red balloon
|
|
|
|
* Left-hand wall beside a single coconut-thrower on stair-step "hill."
|
|
BLAST-SIDEWAYS: DK barrel, red balloon
|
|
|
|
|
|
- Tree Top Town
|
|
|
|
* Visible barrel cannon up and LEFT of entrance. (Can get high enough
|
|
by having Diddy bounce off Gnawty.)
|
|
MATCH-KONG: red balloon
|
|
|
|
* Low off-screen barrel cannon in the second barrel cannon sequence
|
|
past the continue barrel. (From the last of the three barrel
|
|
cannons, blast low sideways at the lone banana, instead of trying to
|
|
blast high to land on the platform.)
|
|
BLAST-UP: top off-screen prize: only [N] in the center.
|
|
|
|
|
|
- Forest Frenzy
|
|
|
|
* Barely visible barrel cannon at bottom edge of screen when hanging
|
|
on a moving rope. It's early in the dodging-flying-"Necky"s part
|
|
that's shortly before the end of the whole level.
|
|
FIND: Rambi icon
|
|
|
|
* Last left-hand wall before exit. (There is a barrel that can be
|
|
used to open the wall, available at the extreme left end of this
|
|
same chunk of land.)
|
|
LEVEL: Enguarde icon
|
|
|
|
[Thanks to: "Big Bad Harvey" <wnl100@psu.edu> for help with one bonus room]
|
|
|
|
|
|
- Temple Tempest
|
|
|
|
* Right-hand wall after the first pit. The first millstone will stop
|
|
covering this entry. (The millstone can be made to vanish if it is
|
|
in the way, by walking to the right until its clicking sound stops.
|
|
Upon returning to the left, the millstone will be gone.)
|
|
LEVEL: Expresso crate
|
|
|
|
* Low off-screen barrel cannon - straight down off the middle of
|
|
three ropes. Just past the continue barrel and before the hidden
|
|
[N], there's a downward-pointing arrow made of bananas marking it.
|
|
JUMP: one blue "Klaptrap" for Rambi icon
|
|
|
|
|
|
- Orang-utan Gang
|
|
|
|
* Open off-screen doorway under the vine where the level begins.
|
|
(Use Expresso to fly left from the low-lying land level where the
|
|
first DK barrel is found.)
|
|
SPELL: "WINKY" for Winky icon, then "RAMBI" for Rambi icon,
|
|
then "ENGUARDE" for Enguarde icon, then "EXPRESSO" for Expresso
|
|
icon.
|
|
|
|
* Right-hand wall under vines past the [N] icon. (Use Expresso to fly
|
|
to the right from [N], under vines. At the rightmost point, there
|
|
is a cliff-side with the hidden door, and a barrel which can be used
|
|
to open it.)
|
|
LEVEL: bounce off of tire to reveal DK barrel
|
|
|
|
* Left-hand wall in a small pit, under the last vine before the exit.
|
|
LEVEL: bounce off of tire to reveal only bunches of bananas
|
|
|
|
* Right-hand wall past the small pit with the entry for the previous
|
|
bonus room, just before the cliff that ends under the last vine
|
|
before the exit.
|
|
LEVEL: bounce off of tire to reveal [G]
|
|
|
|
* Right-hand wall immediately before red arrow signpost. (The barrel
|
|
just before the last vine can be used to open every one of the final
|
|
three exits. They are all in the same area, and the barrel returns
|
|
after going through a bonus room.)
|
|
LEVEL: Expresso crate and red balloon
|
|
|
|
[Thanks to: "Big Bad Harvey" <wnl100@psu.edu> for help with one bonus room]
|
|
|
|
|
|
- Clam City
|
|
|
|
<None>
|
|
|
|
|
|
-----------------------------------------------------------------------
|
|
BR-4. Gorilla Glacier bonus rooms
|
|
-----------------------------------------------------------------------
|
|
|
|
- Snow Barrel Blast
|
|
|
|
* High off-screen barrel cannon directly above entrance. (Stand on
|
|
the entrance and bounce off the slow "Necky" when he gets near.)
|
|
FIND: Winky icon
|
|
|
|
* Low off-screen barrel cannon in the pit a short ways left of the
|
|
continue barrel. (Watch carefully: an earlier barrel cannon will
|
|
blast the player past this area and onto the continue barrel -- it
|
|
is necessary to backtrack from that point.)
|
|
BLAST-UP: top off-screen prize: only [O] in the center.
|
|
|
|
* Low off-screen barrel cannon on ledge, below the barrel cannon with
|
|
three bananas and a yellow "Zinger" -- the last one before the land
|
|
area with the Rambi icon. (Blast down from the "Zinger" barrel
|
|
cannon, and head to the right, along the ledges.) On the way to
|
|
the bonus room, the player is blasted through the [N], picking it
|
|
up automatically.
|
|
BLAST-SIDEWAYS: only bananas
|
|
|
|
|
|
- Slip Slide Ride
|
|
|
|
* Left-hand wall at top of the very first blue up-rope nearest the
|
|
entrance. (Have Diddy bounce off a "Kritter" to reach the rope.)
|
|
MATCH-KONG: red balloon
|
|
|
|
* Left-hand wall at bottom of first red down-rope. (There's a barrel
|
|
halfway along the down-rope, in a small alcove on the right.)
|
|
SPELL: "NINTENDO" for red balloon
|
|
|
|
* Visible barrel cannon at top of a blue up-rope. It's the third rope
|
|
in the group of four that are found a short distance past the
|
|
continue barrel.
|
|
LEVEL: Expresso icon
|
|
|
|
|
|
- Ice Age Alley
|
|
|
|
* High off-screen barrel cannon on a ledge; follows a string of
|
|
"Necky"s which sit beyond the landing point from the first set of
|
|
ropes. When continuing along the ground level, it is possible to
|
|
see the bottom of the barrel cannon's ledge when passing under it.
|
|
(Use Diddy to bounce off the "Necky"s and over to the barrel cannon.
|
|
It is also possible to get there with Expresso, but necessary to
|
|
dismount him in mid-air in order to get onto the ledge.)
|
|
LEVEL: Expresso icon, Expresso crate
|
|
|
|
* High off-screen barrel cannon on a ledge; the ledge is above the
|
|
series of downward ledges with "Klaptraps" that follow the peak
|
|
with a steel barrel. When jumping down the "Klaptrap" ledges as
|
|
usual, it is possible to see the bottom of the barrel cannon's
|
|
ledge when passing under it. (With Expresso, fly to the right from
|
|
the very top of the steel barrel peak.)
|
|
MATCH: red, green, or blue balloon
|
|
|
|
|
|
- Croctopus Chase
|
|
|
|
<None>
|
|
|
|
|
|
- Torchlight Trouble
|
|
|
|
* Right-hand wall just past the continue barrel. (There is a barrel
|
|
that can be used to open the wall, sitting directly on top of the
|
|
wall with the hidden door.)
|
|
BLAST-AROUND: Expresso icon (Expresso crate at bonus room exit)
|
|
|
|
* Left-hand wall just before the exit.
|
|
JUMP: one blue "Klaptrap" for Rambi icon; the [G] icon is
|
|
also in the room.
|
|
|
|
|
|
- Rope Bridge Rumble
|
|
|
|
* Visible barrel cannon in center of the second pit.
|
|
LEVEL: Winky crate
|
|
|
|
* Off-screen barrel cannon above the second tire beyond the red arrow
|
|
signpost. It is marked by a single banana at the very top of the
|
|
screen.
|
|
MATCH: Rambi, Enguarde, Winky, and Expresso icons
|
|
|
|
|
|
-----------------------------------------------------------------------
|
|
BR-5. Kremroc Industries, Inc. bonus rooms
|
|
-----------------------------------------------------------------------
|
|
|
|
- Oil Drum Alley
|
|
|
|
* Off-screen barrel cannon under the first flaming oil drum. (Blow up
|
|
the drum with the TNT barrel that is available by jumping off the
|
|
rope very near the entrance.)
|
|
BLAST-UP: top off-screen prize: only a red balloon in the
|
|
center.
|
|
|
|
* First left-hand wall after the [K], a very tall wall. (Open the
|
|
door with the barrel that is available from jumping down off the
|
|
top of the tall wall.)
|
|
MATCH: banana, bunch of bananas, Winky icon, red balloon
|
|
|
|
* Right-hand wall of the previous bonus level. (Match the single
|
|
banana in that bonus level, to get a barrel which can be used for
|
|
breaking the wall. Have Diddy carry the barrel and jump against
|
|
the wall.)
|
|
SPELL: "DONKEY" for red balloon, then "KONG" for green
|
|
balloon, then "COUNTRY" for blue balloon.
|
|
|
|
* Right-hand wall of the pit under the first mid-air flaming oil drum.
|
|
It is shortly after the second "Manky Kong" following the continue
|
|
barrel. (Manky Kong has a useable barrel sitting behind him on his
|
|
platform... which is useful for opening the area if the player does
|
|
not have Rambi.)
|
|
BLAST-SIDEWAYS: [N]
|
|
|
|
|
|
- Trick Track Trek
|
|
|
|
* Visible barrel cannon under the wooden ramp at the midpoint, just
|
|
before the continue barrel. (Use Diddy and cartwheel-jump from
|
|
the left as the first-half moving platform falls away.)
|
|
LEVEL: only bananas
|
|
|
|
* Visible barrel cannon up beside a platform with two "Gnawty"s.
|
|
The platform is about halfway between continue barrel and end.
|
|
(Jump to the "Gnawty" platform while the moving platform is still
|
|
left of it and on a higher section of track; then jump from there
|
|
to the barrel cannon.)
|
|
JUMP: one purple "Klaptrap" for red balloon
|
|
|
|
* Off-screen barrel cannon below the Manky Kong on the exit platform.
|
|
(Once he is killed, just walk past where he was sitting -- off the
|
|
edge to the right -- without jumping up to the level of the exit.)
|
|
MATCH: red, green, and blue balloons
|
|
|
|
|
|
- Elevator Antics
|
|
|
|
* Off-screen open door, reached via the first rope that is just to
|
|
the right of the entrance. (Use Diddy to jump left from the second
|
|
rope, which can be reached from the ground. The second rope moves
|
|
slowly back and forth a short distance -- jump when it is at its
|
|
leftmost point.)
|
|
MATCH-KONG: red balloon
|
|
|
|
* Off-screen open door in a hidden off-screen hallway, up and to the
|
|
right of a three-rope segment with one ascending/descending "Zinger"
|
|
along each rope. It's the next-to-last multi-rope segment before
|
|
the continue barrel. (Jump up and to the right from the top of the
|
|
third rope -- landing on an off-screen ledge. Continue to the
|
|
right while off-screen, to get to the bonus room.)
|
|
BLAST-SIDEWAYS: [O], Expresso icon, green balloon
|
|
|
|
* Off-screen open door, reached via the last "elevator" before the
|
|
exit. (Stay on the elevator and ride it down below the level
|
|
of the exit. Jump off into a small alcove on the right-hand side.)
|
|
BLAST-UP: only bananas
|
|
|
|
|
|
- Poison Pond
|
|
|
|
<None>
|
|
|
|
|
|
- Mine Cart Madness
|
|
|
|
* High off-screen barrel cannon at gap in bananas on upper track.
|
|
(Reach the mine car on this high track via the rope.) It's
|
|
shortly before continue barrel, I think.
|
|
LEVEL: Rambi icon, red balloon
|
|
|
|
* Visible barrel cannon just past the big downhill which follows the
|
|
[N] icon. (Jump from the mine car while it's still up the hill a
|
|
ways, to reach a mid-air tire; bounce to the barrel cannon.)
|
|
MATCH: Rambi, Expresso, Enguarde, and Winky icons
|
|
|
|
* Visible barrel cannon under the peak of the big hill immediately
|
|
before the exit. (Jump from the mine car on the downward part of
|
|
the hill, or jump to the left from the exit platform, to reach any
|
|
of three mid-air tires under the track; bounce up and left to
|
|
the upper-leftmost tire, and then to the barrel cannon.)
|
|
LEVEL: only bananas
|
|
|
|
|
|
- Blackout Basement
|
|
|
|
* Low off-screen barrel cannon under the last falling platform -- the
|
|
fourth of a group of four -- beyond the continue barrel. It is
|
|
marked with a low banana. (Just stand in the center of the platform
|
|
as it falls.)
|
|
BLAST-AROUND: [N]
|
|
|
|
* Left-hand wall, the last one before the exit. (Easiest way to get
|
|
here: ride the steel barrel that appears upon exiting the first
|
|
bonus room, and never get off. The steel barrel will automatically
|
|
bounce off the right-hand wall before the exit, open the opposite
|
|
left-hand wall, and send the player into the bonus room.)
|
|
FIND: red balloon
|
|
|
|
|
|
-----------------------------------------------------------------------
|
|
BR-6. Chimp Caverns bonus rooms
|
|
-----------------------------------------------------------------------
|
|
|
|
- Tanked Up Trouble
|
|
|
|
* Off-screen barrel cannon below the first vertical track section.
|
|
(Avoid the first fuel can and stand in the middle of the moving
|
|
platform as it runs out of fuel and falls off the track.)
|
|
FIND: red balloon
|
|
|
|
|
|
- Manic Mincers
|
|
|
|
* Right-hand wall of a pit with a single "Krusha", shortly after the
|
|
continue barrel.
|
|
JUMP: three blue "Klaptraps" for red balloon
|
|
|
|
* Right-hand wall under a stacked pair of stationary mincers, which
|
|
are just before the exit. (It is possible to get a barrel to carry
|
|
by going up and through a doorway shortly before the mincers. I
|
|
don't think the upper-doorway-to-get-the-barrel counts as a bonus
|
|
room, but it acts like one in some ways -- for example, when
|
|
"dying" in there, the player is returned to the level without
|
|
losing a life.)
|
|
FIND: red balloon
|
|
|
|
|
|
- Misty Mine
|
|
|
|
* Open off-screen door beside the bottom of a long rope. The rope is
|
|
just past the continue barrel, and its path crosses a DK barrel.
|
|
(Climb down to near the bottom of the rope and wait until it stops
|
|
moving.)
|
|
LEVEL: [K], [O], [N], [G], and Expresso crate
|
|
|
|
* Right-hand wall near the end of the level -- the first right-hand
|
|
wall beyond: the Expresso icon, a tire jump over a high wall with
|
|
a "Klaptrap" drum halfway up, and a TNT barrel. (Carry the TNT
|
|
barrel to the right, being careful to avoid enemies, over to the
|
|
first right-hand wall. Unlike some other levels, the drums won't
|
|
spit out anything while the player is standing on them.)
|
|
MATCH: Rambi, Expresso, Enguarde, and Winky icons
|
|
|
|
|
|
- Loopy Lights
|
|
|
|
* Off-screen barrel cannon in the first pit after the entrance. The
|
|
pit is marked with some bananas in a vertical row.
|
|
BLAST-SIDEWAYS: [K]
|
|
|
|
* First right-hand wall after the coconut-throwing "Necky". (Carry
|
|
the barrel that is directly under "Necky", avoiding coconuts which
|
|
could shatter it, down the steps to the right; jump one pit, and
|
|
avoid the one "Klaptrap" just in front of the wall. Alternative:
|
|
carry a DK barrel from earlier in the level, to kill the
|
|
coconut-throwing "Necky" so that he can't destroy the barrel which
|
|
you will use to open the wall.)
|
|
LEVEL: Expresso icon, [N]
|
|
|
|
|
|
- Platform Perils
|
|
|
|
* Visible barrel cannon underneath the entry walkway. (Once the
|
|
moving platform has moved about its own length, jump from it to
|
|
an off-screen moving platform that is directly under the starting
|
|
position of the visible moving platform.)
|
|
MATCH-KONG: red-balloon
|
|
|
|
* Off-screen barrel cannon underneath the exit walkway. (Jump as
|
|
far to the right as possible from one of the moving platforms that
|
|
is near the exit and just below its level. The lower walkway
|
|
doesn't stick out to the left nearly as much as the exit walkway
|
|
does.)
|
|
FIND: Enguarde icon
|
|
|
|
|
|
-----------------------------------------------------------------------
|
|
BR-7. General notes and strategy hints
|
|
-----------------------------------------------------------------------
|
|
|
|
+ Entries to all bonus rooms are: (1) doorways -- either needing a
|
|
barrel to break a wall to expose them, or ones which are already
|
|
open but not visible because they aren't usually on the screen; and
|
|
(2) barrel cannons, which may or may not be visible on the screen.
|
|
|
|
+ The skill of putting down a barrel (other than TNT, which explodes
|
|
after a while when set down) is helpful because it lets enemies
|
|
be dispatched without losing the barrel. To set a barrel down:
|
|
press and hold "down" on the control pad before releasing the Y
|
|
button.
|
|
|
|
+ If it is necessary to carry a barrel (especially a TNT barrel) a
|
|
long ways, it's easiest to go ahead and kill the enemies first,
|
|
then backtrack and pick up the barrel. (Providing that it is
|
|
possible to backtrack in the level, of course.) Then there are
|
|
no worries about losing the barrel by touching an enemy while
|
|
carrying it.
|
|
|
|
+ Since Diddy carries barrels low and in front of himself, they will
|
|
automatically break when he brushes up against a breakable wall.
|
|
When having trouble finding a breakable wall, go through the level
|
|
once to kill off everything, and then backtrack and have Diddy
|
|
carry a barrel around.
|
|
|
|
|
|
-----------------------------------------------------------------------
|
|
BR-8. Sample description interpretation
|
|
-----------------------------------------------------------------------
|
|
|
|
The description of the first "Ropey Rampage" bonus room reads in part:
|
|
|
|
"* Low off-screen barrel cannon, just to the right of the tree
|
|
with [O].
|
|
LEVEL: [N]"
|
|
|
|
This should be read as:
|
|
|
|
The first bonus room is entered via a barrel cannon that's not
|
|
visible because it's off the bottom of the screen. It is
|
|
immediately to the right of the tree where the golden letter
|
|
"O" icon is found.
|
|
|
|
The type of bonus room is a "LEVEL" (see Section 9 for a
|
|
description of different kinds of bonus games and the names
|
|
I've assigned to them). This bonus room contains the golden
|
|
letter "N" icon.
|
|
|
|
It also probably contains some bananas -- but bananas are so
|
|
easy to find, they are present in so many of the bonus rooms,
|
|
and they are worth so little... that they aren't mentioned
|
|
specifically in this list.
|
|
|
|
|
|
-----------------------------------------------------------------------
|
|
BR-9. Kinds of bonus rooms
|
|
-----------------------------------------------------------------------
|
|
|
|
BLAST-AROUND - four or eight rotating barrel cannons in a square (if
|
|
there are four, they are arranged as the corners of the square;
|
|
if there are eight, they are arranged as a tic-tac-toe board
|
|
excluding the center square). There are various objects in
|
|
between that can be picked up by blasting from barrel cannon to
|
|
barrel cannon. (There may be an exit platform in the bottom
|
|
right-hand corner of the room, which may also have something
|
|
useful to pick up.)
|
|
|
|
There are three BLAST-AROUND bonus rooms, one of which has
|
|
an Expresso crate on the exit platform. Two of the three
|
|
have something other than bananas to collect.
|
|
|
|
|
|
BLAST-SIDEWAYS - a horizontal line of barrel cannons that blast
|
|
left-to-right, with various things in between that can be
|
|
picked up. For those barrels which don't rotate when the player
|
|
is in them, it is possible to zip through the levels collecting
|
|
everything, by quickly and constantly tapping the "B" button.
|
|
|
|
There are six BLAST-SIDEWAYS bonus rooms, five of which have
|
|
something more significant than bananas to collect. (One
|
|
has a letter icon, an animal icon, AND a green balloon -- but
|
|
it is a very tricky one where the barrel cannons rotate very
|
|
quickly.)
|
|
|
|
|
|
BLAST-UP - starts with the player in a barrel cannon at the bottom of
|
|
the screen; the barrel cannon may be sliding back and forth,
|
|
or spinning, or both. There are bananas on the screen, and up
|
|
to three hidden objects just off the top of the screen (left,
|
|
center, right). These objects can be reached by blasting
|
|
straight up (when the barrel cannon is at the left, center, or
|
|
right).
|
|
|
|
It isn't always possible get all three top items -- only one
|
|
at a time can be collected, and the player must fall back into
|
|
the barrel cannon or the bonus level is over.
|
|
|
|
In some of these rooms, the control pad does not affect the
|
|
player's flight at all, and in others you can only move a
|
|
little left or right on the way back down. Generally, only
|
|
blasting up in the center allows the player to easily return
|
|
to the barrel to try again.
|
|
|
|
There are eight BLAST-UP bonus rooms. In most cases, the
|
|
most desirable top object (if any) is in the center, so that
|
|
is the way to go. (In the few cases where the desired object
|
|
is to the left or right, you'll see where it is on the first
|
|
try, and usually be able to collect it on the second.)
|
|
|
|
|
|
FIND - an object flashes among four barrels; once it stops flashing
|
|
around and vanishes, pick the barrel in which it last appeared
|
|
(by jumping up to touch that barrel). Upon guessing correctly,
|
|
the object is awarded to the player.
|
|
|
|
For those "FIND" rooms which award balloons, I find it easier
|
|
to watch the white "string" at the bottom of the balloon, than
|
|
to try to watch the balloon itself. In many cases, the contrast
|
|
between the string and bonus room background is greater than the
|
|
contrast between the balloon and barrel.
|
|
|
|
There are eight "FIND" bonus rooms. Four award red balloons,
|
|
and the remaining four each give a different reward: a green
|
|
balloon, a Rambi icon, a Winky icon, and an Enguarde icon.
|
|
|
|
|
|
LEVEL - a mini-level (generally not-reused for any other bonus rooms)
|
|
in which there are various things to collect.
|
|
|
|
There are 20 bonus rooms which have been designated of type
|
|
"LEVEL", but as a group they do not really have much in
|
|
common. This is really a catch-all label for those bonus rooms
|
|
which do not match any of the eight other common types.
|
|
|
|
|
|
JUMP - bounce on one or more "Klaptrap"s (the mini-alligators with
|
|
big mouths). They spit up bananas when hit, and also move
|
|
more quickly after each hit. The bunches of bananas stay on
|
|
the screen for only a few seconds, then disappear.
|
|
|
|
The first bunch PICKED UP will be worth one banana, the second
|
|
worth two, and so on. The object of the bonus game is to pick
|
|
up ten bunches (the last being worth ten bananas), at which
|
|
point the "Klaptrap"(s) vanish. Then the player is rewarded
|
|
with something more significant.
|
|
|
|
There are five "JUMP" bonus rooms. Three of them give red
|
|
balloons for completing the game, and the other two award
|
|
Rambi icons.
|
|
|
|
|
|
MATCH - objects flash on three barrels in a rotating sequence (e.g.,
|
|
banana, bunch of bananas, banana, Winky icon, banana, red
|
|
balloon, [repeat]). Each barrel freezes on what it is
|
|
displaying when touched by jumping up against it. If all three
|
|
barrels are frozen displaying the same object, that object is
|
|
awarded to the player.
|
|
|
|
There are eight "MATCH" bonus rooms. Four match any animal
|
|
icon (Enguarde, Expresso, Rambi, Winky). Two match red,
|
|
green, or blue balloons (one, two, or three extra lives).
|
|
The two others match a single banana, a bunch of bananas, a
|
|
Winky icon, or a red balloon.
|
|
|
|
|
|
MATCH-KONG - similar to MATCH, except there are four barrels and the
|
|
rotation is [K]-[O]-[N]-[G]-banana. The object of the bonus
|
|
game is to spell "KONG" across the four barrels.
|
|
|
|
There are four "MATCH-KONG" bonus rooms. All four award a
|
|
red balloon for winning the game.
|
|
|
|
|
|
SPELL - jump and hit the flashing letter from among several letters
|
|
that are flying around in a circle; the sequence of letters
|
|
spells a word. If the letters are hit in order without error,
|
|
a reward is given (which may be related to the word).
|
|
|
|
There are five "SPELL" bonus rooms, each with a different
|
|
reward. Three of the rooms play the spell game for only a
|
|
single word and a single reward (Enguarde icon, Expresso icon,
|
|
red balloon). Of the other two, one gives the player up to
|
|
three words for each of the three colors of balloon (though
|
|
any error in any word terminates the level), and the other
|
|
gives four words for each of the four animal icons.
|
|
|
|
|
|
|
|
#######################################################################
|
|
|
|
Location of all hidden or hard-to-find objects
|
|
|
|
#######################################################################
|
|
|
|
Following are short, semi-vague descriptions of the locations of all
|
|
hard-to-find objects.
|
|
|
|
Locations of all animal icons and animal crates are provided, even if
|
|
they are visible; locations of [K]-[O]-[N]-[G] letters are only
|
|
specified in cases where they are out of sight or in bonus rooms.
|
|
|
|
|
|
Index:
|
|
|
|
OB-1. Kongo Jungle hard-to-find or hidden objects
|
|
OB-2. Monkey Mines hard-to-find or hidden objects
|
|
OB-3. Vine Valley hard-to-find or hidden objects
|
|
OB-4. Gorilla Glacier hard-to-find or hidden objects
|
|
OB-5. Kremroc Industries, Inc. hard-to-find or hidden objects
|
|
OB-6. Chimp Caverns hard-to-find or hidden objects
|
|
|
|
|
|
=======================================================================
|
|
|
|
-----------------------------------------------------------------------
|
|
OB-1. Kongo Jungle hard-to-find or hidden objects
|
|
-----------------------------------------------------------------------
|
|
|
|
- Jungle Hijinks
|
|
|
|
* Red balloon in Donkey Kong's treehouse at the beginning of the level
|
|
|
|
* Hidden Steel Keg revealed after jumping down following the arrow of
|
|
bananas from the second group of treetops past the treehouse.
|
|
|
|
* Visible red, red, and green balloons along the treetops just past
|
|
the letter [K] icon. (See section Q-3 for detailed information
|
|
on collecting these balloons.)
|
|
|
|
* Visible Expresso icon below the coconut-throwing "Necky" that sits
|
|
a short distance past the continue barrel.
|
|
|
|
* Visible Rambi crate just beyond the Expresso icon.
|
|
|
|
* Hidden regular barrel revealed by jumping down and right from the
|
|
tree with the [G] icon.
|
|
|
|
- Ropey Rampage
|
|
|
|
* [N] is at the end of the first bonus room (just past the [O]).
|
|
|
|
* Visible Rambi icon on treetop left and up from first swinging rope.
|
|
|
|
* Hidden movable tire revealed upon landing after jumping as far as
|
|
possible to the right over the "Zinger" that is just past the [N].
|
|
|
|
* Hidden Winky icon revealed upon landing on hilltop a short distance
|
|
past the (above) tire. The tire is needed to jump with sufficient
|
|
height to reveal the icon.
|
|
|
|
|
|
- Reptile Rumble
|
|
|
|
* Visible Enguarde icon between last bonus room and red arrow signpost.
|
|
|
|
|
|
- Coral Capers
|
|
|
|
* Hidden banana room, entered by moving down through the wall under
|
|
the first "Croctopus"'s area.
|
|
|
|
* Visible Enguarde crate. Continue to the right of the first
|
|
"Croctopus", following the floor, to reach the crate in a lower-
|
|
right corner where the path turns upwards.
|
|
|
|
* Red balloon on the right-hand side of the second "Croctopus" area.
|
|
(Use Enguarde and pick up the balloon, then reverse direction to
|
|
avoid the "Croctopus".)
|
|
|
|
* Visible Enguarde crate. Follow right-hand wall downwards after
|
|
the continue barrel, to pick up the crate in a bottom right corner
|
|
where the path turns to the left.
|
|
|
|
* Hidden Expresso icon, entered by moving to the right through a
|
|
wall beside a "Chomps". The "Chomps" is in the final vertical
|
|
shaft, which ends with the [N] at the top.
|
|
|
|
|
|
- Barrel Cannon Canyon
|
|
|
|
* Visible Winky icon, picked up by a cartwheel-jump (Section Q-3)
|
|
off the low-lying land area just beyond the [K].
|
|
|
|
* Visible Rambi icon, just past the pit containing three "Kritter"s,
|
|
that is on the land area before the [O]. (Picked up by bouncing
|
|
off a "Kritter"'s head up to the treetop.)
|
|
|
|
|
|
-----------------------------------------------------------------------
|
|
OB-2. Monkey Mines hard-to-find or hidden objects
|
|
-----------------------------------------------------------------------
|
|
|
|
- Winky's Walkway
|
|
|
|
* Visible Winky crate on platform a short distance before the continue
|
|
barrel.
|
|
|
|
* [N] is in the only bonus room of this level.
|
|
|
|
* Visible Expresso icon in mid-air a short distance before the [G]
|
|
(can be reached easily when jumping with Winky, or with some
|
|
difficulty by jumping with Donkey Kong only).
|
|
|
|
|
|
- Mine Cart Carnage
|
|
|
|
* Visible Enguarde icon on the track a short distance before the
|
|
continue barrel.
|
|
|
|
|
|
- Bouncy Bonanza
|
|
|
|
* [N] is in the upper path just beyond the continue barrel. (To get
|
|
there you have to push the movable tire onto the vertically moving
|
|
platform, then jump up and to the right.)
|
|
|
|
* Winky crate where upper and lower paths converge. (Jump onto the
|
|
ledge which is on the right-hand side of the vertical path where
|
|
the two rejoin, in between the two paths in height. Walk through
|
|
the door to the right.)
|
|
|
|
|
|
- Stop & Go Station
|
|
|
|
* Barely-visible Expresso icon between the [K] and [O]. (Jump onto
|
|
the single vertically-moving ledge with a "RockKroc"; when the
|
|
ledge is at the peak of its height, jump up and left to collect
|
|
the icon.)
|
|
|
|
|
|
- Millstone Mayhem
|
|
|
|
* [K] is in the first bonus room.
|
|
|
|
* Hidden Winky crate on a ledge above the temple area which has the
|
|
[N]. (Roll a tire onto the horizontally-moving platform that goes
|
|
under a vertically-moving millstone, then bounce off the tire and
|
|
onto the steps above the millstone. Continue to the right.)
|
|
|
|
|
|
-----------------------------------------------------------------------
|
|
OB-3. Vine Valley hard-to-find or hidden objects
|
|
-----------------------------------------------------------------------
|
|
|
|
- Vulture Culture
|
|
|
|
* Hidden [K] which is revealed by jumping down and to the right from
|
|
the hill that has a coconut-throwing "Necky" standing on a tire.
|
|
(Use the tire to gain enough height to expose [K].)
|
|
|
|
* Hidden regular barrel to open the third bonus room, revealed by
|
|
jumping down and to the left off a stair-step-like platform on
|
|
which sits a coconut-throwing "Necky".
|
|
|
|
|
|
- Tree Top Town
|
|
|
|
* [N] is in the second bonus room.
|
|
|
|
* Visible Expresso icon suspended in a pit, a short distance before
|
|
the exit. (Use the cartwheel-jump -- see Section Q-4 -- to pick
|
|
it up without falling to your death.)
|
|
|
|
|
|
- Forest Frenzy
|
|
|
|
* Hidden "DK" barrel shortly before the [O].
|
|
|
|
* Visible Enguarde icon at the end of the second bonus room.
|
|
|
|
|
|
- Temple Tempest
|
|
|
|
* Hidden Rambi icon directly above the entry door. (Bounce off Gnawty
|
|
to get up on top of the door and jump up to collect it.)
|
|
|
|
* Visible Expresso crate at the end of the first bonus room.
|
|
|
|
* Hidden [N] just after the big hill following the second bonus room.
|
|
(Bounce on a tire to get to the top of the hill, jump down and to
|
|
the right to expose the icon.)
|
|
|
|
* Off-screen [G] immediately before the exit. (Fall down the right-
|
|
hand side of the pit immediately in front of the exit door; you
|
|
will collect the [G] and be blasted back up to the exit area by
|
|
an off-screen barrel cannon that sits below the [G].)
|
|
|
|
|
|
- Orang-utan Gang
|
|
|
|
* Visible Expresso crate at top of the first big hill (about 1/3 of
|
|
the way past to the end of the level).
|
|
|
|
* [O] is very low in the same land area as the Expresso crate,
|
|
almost directly under the crate and very difficult to get to.
|
|
|
|
* Hidden Enguarde icon on the left-hand side of the second big hill.
|
|
(You need either Expresso or exit from first bonus room to get to
|
|
the top of the hill; bounce off the movable tire onto the extreme
|
|
left-hand edge of the hilltop to expose Enguarde.)
|
|
|
|
* Hidden "DK" barrel on the right-hand side of the second big hill.
|
|
(You need either Expresso or exit from first bonus room to get to
|
|
the top of the hill; bounce off the movable tire onto the extreme
|
|
right-hand edge of the hilltop to expose Enguarde.)
|
|
|
|
* [G] is in the fourth of five bonus rooms, the entrance of which is
|
|
pretty much directly underneath the last Manky Kong in the level.
|
|
|
|
|
|
- Clam City
|
|
|
|
* [K] is in a hidden room through the left-hand wall at the top of
|
|
the first vertical shaft in the level.
|
|
|
|
* Enguarde crate in the same hidden room as the [K], through the
|
|
left-hand wall at the top of the first vertical shaft in the level.
|
|
|
|
|
|
-----------------------------------------------------------------------
|
|
OB-4. Gorilla Glacier hard-to-find or hidden objects
|
|
-----------------------------------------------------------------------
|
|
|
|
- Snow Barrel Blast
|
|
|
|
* [O] is in the second bonus room, just left of the continue barrel.
|
|
|
|
* Visible Rambi icon above a barrel and two "Zinger"s, just past [N].
|
|
|
|
|
|
- Slipslide Ride
|
|
|
|
* Hidden Enguarde icon in the dark spot on the floor a short distance
|
|
past (and above) the continue barrel.
|
|
|
|
* Visible Expresso icon at the end of the third bonus level.
|
|
|
|
|
|
- Ice Age Alley
|
|
|
|
* Expresso crate to the left of the entrance point.
|
|
|
|
* [K] is also to the left of the entrance point.
|
|
|
|
|
|
- Croctopus Chase
|
|
|
|
* [O] is in a hidden room through the right-hand wall just beyond the
|
|
first set of barrel cannons. (After exiting the cannons, move through
|
|
the right-hand wall below and right of the cannons. Go up and over
|
|
to the left to collect a "DK" barrel and the [O].)
|
|
|
|
* Enguarde icon in a hidden room near the top of the first vertical
|
|
shaft beyond the continue barrel. (Go through the left-hand wall
|
|
just short of where the "Croctopus" stops at the top of the shaft.)
|
|
|
|
* Winky icon at the bottom-right corner of a loop a short distance
|
|
past the Enguarde icon. (The third "Croctopus" after the continue
|
|
barrel chases you to a four-way intersection and goes straight
|
|
through it. You should go up, let the "Croctopus" pass, and follow
|
|
him to the right and down to collect the Winky icon.)
|
|
|
|
* Enguarde crate and a red balloon in a hidden room in the tunnel
|
|
off of the area where the first "Croctopus" past [N] chases you.
|
|
(Near the top of the third vertical shaft after the [N], go
|
|
through the left-hand wall; you'll enter a hidden room with a red
|
|
balloon in the top center, and the Enguarde crate at the lower
|
|
left.)
|
|
|
|
|
|
- Torchlight Trouble
|
|
|
|
* Squawks crate immediately in front of the entrance point.
|
|
|
|
* [G] is in the bonus room just before the end of the level. (Only
|
|
Diddy can collect it, by bouncing off the "Klaptrap".)
|
|
|
|
|
|
- Rope Bridge Rumble
|
|
|
|
* Winky crate at the end of the first bonus room.
|
|
|
|
|
|
-----------------------------------------------------------------------
|
|
OB-5. Kremroc Industries, Inc. hard-to-find or hidden objects
|
|
-----------------------------------------------------------------------
|
|
|
|
- Oil Drum Alley
|
|
|
|
* [N] is in the last bonus room.
|
|
|
|
* Hidden [G] shortly before the exit. (Jump down and to the right off
|
|
the big oil drum that's at the extreme left-hand edge of the
|
|
platform with the exit, to expose it.)
|
|
|
|
|
|
- Trick Track Trek
|
|
|
|
* Off-screen Winky icon on the right-hand side of the platform that is
|
|
beside the barrel cannon which leads to the third bonus room.
|
|
|
|
|
|
- Elevator Antics
|
|
|
|
* [O] is in the second bonus room.
|
|
|
|
* A visible Expresso icon is also in the second bonus room.
|
|
|
|
* [N] is on a ledge way down off the screen, against the left-hand
|
|
wall of the second set of elevators past the continue barrel.
|
|
(From the continue barrel, pass the first pair of elevators to
|
|
get to a steel barrel on a small land area. Walk off the right-hand
|
|
end of this land area and fall against the left-hand wall of the
|
|
pit, to land down on the [N]'s ledge.)
|
|
|
|
|
|
- Poison Pond
|
|
|
|
* Enguarde crate in a hidden room that is just left of the entrance.
|
|
(Go through the left-hand wall from the starting position, to
|
|
enter the hidden room and pick up Enguarde.)
|
|
|
|
* A second Enguarde at the extreme right-hand edge of the area that is
|
|
directly to the right of the continue barrel. (From the continue
|
|
barrel, head right past two mincers, then continue to the right where
|
|
a trail of bananas heads upwards. Head downwards shortly afterwards,
|
|
under two mincers, and then upwards to the Enguarde crate.)
|
|
|
|
* Rambi icon in a hidden room in the second half of the level. (From
|
|
the continue barrel, pass two vertically moving mincers then head
|
|
upwards. Pass one horizontally-moving mincer in a horizontal shaft,
|
|
then head upwards. At the top of a vertical shaft, there is a "room"
|
|
with three mincers rotating in a big circle. The top center of this
|
|
room has a fake wall which permits entry to the hidden room with the
|
|
Rambi icon.)
|
|
|
|
|
|
- Mine Cart Madness
|
|
|
|
* Visible Rambi icon in the first bonus room.
|
|
|
|
* Off-screen Enguarde icon on a low track. Immediately after passing
|
|
the [O] icon, do not jump out of the cart at the next break in the
|
|
track. The cart will fall down to a hidden track, and you'll go
|
|
right through an Enguarde icon.
|
|
|
|
|
|
- Blackout Basement
|
|
|
|
* Visible Enguarde icon at the bottom of the screen, under the highest
|
|
of a set of three small platforms a distance past the [K]. (I don't
|
|
know how to collect it without dying.)
|
|
|
|
* [O] is hidden in the platform immediately before the continue barrel.
|
|
(You can bounce high off the tire to the left of the platform, in
|
|
order to land hard and expose the [O].)
|
|
|
|
* [N] is in the first bonus room, which is below a set of four falling
|
|
platforms most of the way to the end of the level.
|
|
|
|
* There's a steel keg hidden in the floor on the last platform of the
|
|
level (just past the first bonus room entrance), but it can only be
|
|
exposed by exiting the first bonus room.
|
|
|
|
|
|
-----------------------------------------------------------------------
|
|
OB-6. Chimp Caverns hard-to-find or hidden objects
|
|
-----------------------------------------------------------------------
|
|
|
|
- Tanked Up Trouble
|
|
|
|
* Enguarde icon suspended high in mid-air just before the continue
|
|
barrel.
|
|
|
|
|
|
- Manic Mincers
|
|
|
|
* Rambi crate a short distance beyond the [K].
|
|
|
|
* [G] is at the end of the level inside the open doorway a short
|
|
distance before the exit. (It's on the side of the hill which
|
|
has a "DK" barrel and TNT barrel.)
|
|
|
|
|
|
- Misty Mine
|
|
|
|
* Visible Rambi icon below a drum, about 1/4 of the way through
|
|
the level.
|
|
|
|
* [K], [O], [N], and [G] (all four) are located in the first bonus
|
|
room of the level.
|
|
|
|
* Visible Expresso crate at the end of the first bonus room of the
|
|
level.
|
|
|
|
* Visible Expresso icon near the exit of the first bonus room (on
|
|
the second land area past the continue barrel).
|
|
|
|
|
|
- Loopy Lights
|
|
|
|
* [K] is in the first bonus room (entered via a barrel cannon in a
|
|
pit a very short distance beyond the entrance) between the last
|
|
pair of horizontally-blasting barrel cannons in the bonus room.
|
|
|
|
* [N] is in the second bonus room, on the third platform that you
|
|
can jump to in the dark.
|
|
|
|
* Visible Expresso icon in the second bonus room on the next platform
|
|
after the [N].
|
|
|
|
|
|
- Platform Perils
|
|
|
|
* Off-screen Winky icon on the middle of three falling platforms
|
|
that are under a long platform between the [K] and [O].
|
|
|
|
(From the [K]: head to the right until you reach the second adjacent
|
|
pair of short stable platforms, on a slightly different level from
|
|
each other. They are the fourth and fifth non-falling/moving
|
|
platforms beyond [K]. To the right of this pair, there is a falling
|
|
platform followed by a "Necky", and then a long stable platform with
|
|
a barrel on its left-hand edge.
|
|
Jump onto (or past) "Necky", but do not land on the platform
|
|
with the barrel. Instead, fall under its left-hand edge. You'll
|
|
land on a falling platform a short distance below. Jump quickly to
|
|
the right to the next falling platform, which is where the Winky
|
|
icon is located; and then jump to a third platform which will take
|
|
you upwards, back onto the long stable platform above you.)
|
|
|
|
|
|
#######################################################################
|
|
|
|
END FAQ
|
|
|
|
#######################################################################
|
|
|