Donkey Kong/Walkthrough

Ramp Stage
Within each level, the ramp stage is always the first one. Starting on Level 4, it also appears between the Conveyor Belt Stage and Elevator Stage, and on level 5, between the Elevator Stage and Rivet Stage.


 * Mario starts in the lower left corner and must climb all the way to the top. Along the way, Donkey Kong will be rolling barrels down the ramps which Mario must avoid or jump over.
 * Donkey Kong will start every ramp stage by hurling a barrel directly down to the bottom level which will enter the oil canister and start a fire, releasing the first fireball. The fireball will slowly begin to climb up the ramps in pursuit of Mario. During later levels more than one fireball will appear to pursue Mario.
 * Along the way, there are two hammers available for Mario to use. While useful, they slow Mario down by preventing him from climbing higher. The first hammer should generally be left alone except in case of emergencies. The second hammer should be used often in early levels when there is plenty of bonus time available, and sparingly at higher levels if the path to the far right ladder is too crowded and you need a breather before climbing to the highest ramp.
 * Mario can only climb all the way up the unbroken ladders. However, barrels and beams can drop down any ladder, broken or whole, and the Fireballs can climb either kind. While the broken ladders won't help Mario progress, they can be climbed partially as a means to escape danger, but this is generally slower and more dangerous than simply jumping over barrels.  Only use this method if there are more barrels approaching than can be cleared with a single jump.

Conveyor Belt Stage
This stage only begins to appear on Level 3. It appears before the elevator stage on it's first appearance.


 * This stage is broken up in to 5 distinct layers. Mario begins at the bottom where he must climb one of the ladders to the first conveyor belt. This conveyor belt extends from one end of the screen to the other, and cement pies will appear along it intermittently.  The pies can be jumped over or smashed with a hammer.
 * The conveyor belt will either move to the left or the right, and Mario will be carried along with it, affecting his speed depending on whether he runs with it or against it. This belt will switch directions whenever Donkey Kong is all the way to the left on his belt, so be alert.
 * From there Mario can climb up to the third layer where there are two bonus prizes and a hammer. The only threat to Mario on this layer are the fireballs who increase in number as time goes by. From the center, choose the direction that looks safest and climb up to the second conveyor belt layer.
 * These belts always move in the opposite direction of one another (either both towards the oil drum, or both away from it). Since this is the layer from which the fireballs spawn – and you have to worry about cement pies – it is the most dangerous level and should be left as soon as possible. This layer will change direction usually when Donkey Kong is directly over the oil drum.
 * Your last objective in this stage is to climb up the retractable ladder when it is fully extended to Donkey Kong's belt. You only have to reach the belt; you do not have to directly rescue Pauline to advance.

Elevator Stage
This stage appears on Level 2, before the Rivet stage.


 * This stage features two elevators that Mario must make use of in order to reach the ladder to the ramp on which Pauline is perched. The left elevator goes up while the right elevator goes down.
 * The fireball between the elevator presents the first challenge. If Mario is above him, he will generally take a ladder up, and if he is below, he will drop down the ladder. Use this to your advantage when you take the first elevator up.
 * When using the second elevator, if it is slow enough, you can take a shortcut from the high ledge on the left to the high ledge on the right. Otherwise, you must ride the elevator down to the bottom and jump from island to island in order to reach Pauline. Along the way, Mario must time his jumps so as to avoid the springs that fall from above.
 * When Mario reaches the ledge on which Donkey Kong stands, he must time his attempt to climb the ladder and rescue Pauline. The safest strategy is to stand directly over the right elevator, let the springs bounce over Mario, and make a run for the ladder as soon as a spring clears his head. Furthermore, some springs will bounce in such a way as to make it impossible to climb up the ladder. Generally, every fourth spring is safe.
 * The first bonus prize, Pauline's umbrella, is an easy grab, but the other bonus prizes, Pauline's purse and hat, are generally not worth the effort.

Rivet Stage
This is the climatic stage of each level.


 * Donkey Kong has taken Pauline to the highest point at the construction site and has no where else to go. Mario takes advantage of the situation by removing the yellow plugs that hold each level together. To do that, Mario must run or leap over the yellow plugs and they will immediately disappear, leaving a gap behind. The Firefoxes which occupy this stage can not cross those gaps, but Mario must leap over them in order to cross them safely.
 * It's tempting to employ a strategy where Mario either clears the plugs level by level, or by going up one side of the building and coming down the other. Using these strategies will help you clear the stage quickly, but it is best to be flexible and be ready to switch plans if one level or side gets too congested with Firefoxes.
 * There are two hammers on this stage for Mario's convenience and can be used to cut down on Firefox traffic. The hammer below Donkey Kong is an easy nab, but the hammer on the level below can be obtained in two ways. One way is to move Mario's feet over the edge of the level and jump straight up. However, it's faster for Mario to jump straight off the ramp to the left. Mario will actually bounce off an invisible barrier and return safely to the level with hammer in hand. Be aware that you can not jump while holding a hammer, so do not attempt to cross a gap left behind by a pulled plug or Mario will lose a life. Also be aware that smashed Firefoxes will eventually return to the stage.
 * The prizes provide a nice bonus, but Mario should not risk his life to get them, as there will be plenty more available should he survive. Once Mario pulls all 8 plugs, Donkey Kong will fall to his doom leaving Pauline alone for Mario to rescue her. After a brief romantic interlude, Mario returns to the ramp stage to repeat it all at a higher level and more frantic pace.
 * If trying to obtain a high score, head to the pole right of Donkey Kong. From that location, jump repeatedly while holding the stick to the right.  If done properly, you will jump straight up while receiving 100 points per jump.

Kill Stage
The kill stage is the name given to the first ramp stage on Level 22. Even though the bonus counter starts at 4000 and counts down at the normal rate, the amount of time available is extremely low, preventing you from proceeding past the second girder.

The best tactic on this stage is to use the short time to maximize your score by jumping over barrels or by using the hammer.