Don Doko Don/World 1

Round 1
Welcome to the game. This round contains a Kinokong, a Pink Kinokon, and a Brown Kinokon; a Water Jar will also appear at some point, which can be collected for a speed increase. If you make your dwarf jump and swing his hammer while on the top platform, it will reveal the location of a secret key (by glowing orange) - and once you have hit it enough times, it will fall down onto your dwarf, for 400 points (and a pair of double doors will appear and open up at the bottom of the screen). Once either dwarf has gone through the doors, they will both fall down a long shaft (which leads to the first secret room).

Secret Room 1
The first secret room contains five Kinokongs; this is the earliest point you may learn that not only can they spit flames at you when their caps flash, but they also have the power to generate additional Kinokons of both colours. If you make your dwarf swing his hammer, while facing to the left, on the top-left platform, it will reveal the location of a second secret key (by glowing orange again) - and once you have hit it enough times, it will fall to the ground, and you will have to drop down onto it for 400 more points (a second pair of double doors will appear and open up at the bottom of the screen once you have done so). Once either dwarf has gone through them, they will both proceed to the Password Room; however, if you do not want to collect the key, but kill the remaining enemies instead, a chest shall fall down from the top of the screen once you've done so, which the dwarves can smash open with their hammers, to reveal one instance of every 100-point bonus item and a 200-point crystal ball. Once either dwarf collects it, they will both be warped forward five regular rounds to minimize their play time - however, if you are playing the game for points, you may pass up quite a lot of them by doing it.

Password Room
The password room contains no enemies; just eight jars with playing-card symbols in them (two of each). You will have sixty seconds (1:00) to enter the password for warping to Round 51 (by jumping up to the platforms the jars are on and smashing them with your hammers) - and the correct password is Heart, Spade, Diamond, Club, Diamond, Heart, Spade, Club. Any other combination won't work; if the timer runs out the game will continue as usual.

Round 2
This round contains two Kinokongs and two Pink Kinokons; another Water Jar will also appear here, which you can collect for a second speed increase.

Round 3
This round contains one Kinokong, one Pink Kinokon, and two Brown Kinokons; a P-Ball and Marmalade Jar shall also appear at some point, which can be collected for a temporary increase to maximum power, and a power increase (once the former has worn off, if that was the same player) respectively. The enemies may also jump into the mouths of the tree on the left side of the screen in order to go up (or down) a level - however, Bob and Jim can not.

Round 4
This round contains one Kinokong, two Brown Kinokons, two Pink Kinokons, and two Rabits (the spelling is accurate); a Gray Hammer, Marmalade Jar and Water Jar will also appear at some point, which can be collected for an increase to maximum power, a power increase (if that was the other player) and a third speed increase respectively. The enemies may also again jump into the mouths of the trees on the left and right sides of the screen in order to go up (or down) a level along with the bonus items they leave behind when killed if they happen to fly into them - but Bob and Jim still cannot do this.

Round 5
This round contains six Rabits; another P-Ball and a third Marmalade Jar will also appear at some point, which can be collected for another temporary increase to maximum power, and a third power increase (if that was the other player), respectively. The plants on the next round also cannot be killed.

Round 6
This round contains three Orange Pigumns, one Yellow Pigumn, one Magenta Pigumn, and two Rabits; a Blue Hammer will also appear at some point, which can be collected for the power to throw it at the enemies. The three plants at the top of the screen will also drop berries, that bounce around, are lethal if touched from the sides but can be jumped on and rode like the ghosts in Pac-Land, and are worth 10 points when smashed with your hammer.

Round 7
This round contains three Kinokongs, two Rabits, one Yellow Pigumn and one Magenta Pigumn; a Water Jar and a Marmalade Jar shall also appear at some point, which can be collected for a fourth speed increase, and fourth power increase, respectively. The three plants on the undersides of the first, second and fifth platforms will also drop berries, that bounce around, are lethal if touched from the sides but can be jumped on and rode, and are worth 10 points when smashed with your hammer - and, the next round also features two carved faces whose waking-up yawns can make the screen vibrate.

Round 8
This round contains six Rabits; a fifth Water Jar shall also appear at some point, which can be collected for a fifth speed increase. The two carved faces on the left and right walls shall also occasionally wake up and yawn, which shall cause the screen to vibrate and four rocks to fall down from the top of it, which will roll towards the bottom on the left and right sides before disappearing, are lethal if touched in any way and can't be smashed by your hammer.

Round 9
This round contains one Kinokong and three Iwangers; a Water Jar and Marmalade Jar will also appear at some point, which can be collected for a sixth speed increase and a fifth power increase respectively. The Iwangers also cannot be stunned, picked up or thrown, and take six taps with your hammer.

Round 10
This round initially does not appear to contain any enemies; however, this illusion will soon be shattered as the game's first boss, an enormous jack-o-lantern who has a wizard's hat, a bow tie, and five vines sprouting from him drops down from the top of the screen, then begins rotating in a clockwise direction. There is a smaller jack-o-lantern (with a top hat) on the end of each vine, and all five of the smaller lanterns will spit flames at Bob and Jim - and the flames will also momentarily scorch the surface of any platform they land on (including the ground at the bottom) which can again kill Bob and Jim if they are standing on them. You'll have to stun the small lanterns, with a tap from the hammer, pick them up, and throw them at the large lantern (his vines will instantly grow replacement lanterns whenever you do it), to damage him; once you've thrown five small lanterns at him, the speed of his rotation will increase. Once you have thrown five more small lanterns at him, he shall explode and you shall receive 5000 points and go on to World 2.