Don Doko Don/Gameplay

Controls

 * Joystick: Use the 2-way joystick to direct Bob (or Jim if you are player 2) left and right; they may not wrap around from one screen side to the other.
 * Attack Button: Use this button to make Bob (or Jim if you are player 2) tap enemies with his hammer for a stun, or throw them if he is holding them.
 * Jump Button: Use this button to make Bob (or Jim if you are player 2) jump; they cannot kill the enemies by jumping upon them, so remember that.
 * 1 or 2 Player Buttons: Push these buttons to begin a 1 or 2 player game.

Bob and Jim
These two bearded dwarves are the protagonists of the game; Player 1 controls Bob (shown to the left), while Player 2 controls Jim (shown to the right). They are on a mission to save the blue-haired princess of "Marry Land" (who has been kidnapped by a herd of flying pigs) and must make their way through its five worlds, each one comprised of ten rounds, by tapping the various enemies with their hammers to stun them, then picking them up and throwing them at the walls to kill them - and most enemies shall leave bonus items behind when killed which can be collected for extra points and special powers. Bob and Jim will lose one life whenever they are hit by an enemy (or anything that is fired at them by one); however, they will receive an extra life at 10000 and 100000 points (by default). There are also five secret keys that they can make appear on the first, twelfth, twenty-third, thirty-second and forty-third rounds, to be transported to five secret rooms - and, if they can manage to make all of them appear (and collect them), their game will continue for five more worlds (they can also make a sixth secret key appear in the first secret room to be transported to the "password room"). They can even make a seventh secret key appear in the twentyseventh round to be transported to a bonus room; not many people know about this one.

Enemies
All enemies are worth 10 points, when tapped with the hammer, and the ones that can be stunned and picked up are worth 100-200 points when thrown; each enemy hit by one is worth twice as much as the previous one. Iwangers also take six taps to kill - and they cannot be stunned, picked up or thrown. Crystalmen are the same as Iwangers; however, they also possess that ability to throw their swords at Bob and Jim, which shall kill them if they hit them. Golems are also the same as Crystalmen, but gray instead of blue; they also carry rocks instead of swords, which they may again throw at Bob and Jim. There is also an unnamed type of icicle-like enemy that appears in the third world, and a second unnamed type of ghost-like enemy that appears in the fifth one; if Bob and Jim take too long over any round, a third unnamed type of devil-like enemy (two if Jim is present) will fly into view, from the left and right sides of the screen, and start chasing after them. They cannot be stunned, picked up or thrown, and are immune to being tapped by the hammers.

Items
Most enemies will leave bonus items behind when killed, that can be collected for extra points; the Water Jars also give Bob and Jim a speed increase, while the P-Ball gives them a temporary increase to maximum power, the Gray Hammer gives them an increase to maximum power (but, they shall not receive any points, for the enemies they smash with it), the Marmalade Jar gives them a power increase, unless they are already at maximum, the Blue Hammer can be thrown at enemies, the Brown Book shall stun every enemy on screen, the Gray Book will freeze every enemy on screen and kill them, and the King shall freeze every enemy on screen (but without killing them). However, if you take too long to collect them, they will eventually disappear, and may leave you in a tight spot - and it is also worth noting that even though the Green Spotted Apple is worth points, it will cause a power decrease, and even though the Brown Hammer is worth 300 points like the other coloured hammers that appear in the game, it doesn't appear to have any effect. After Bob and Jim clear the first four secret rooms, a chest shall fall down from the top of the screen, which they can smash open with their hammers to reveal one instance of every 100-point bonus item and a 200-point crystal ball (in red for SR1, purple for SR2, green for SR3, and turquoise for SR4); if they have not managed to collect all four of them, by the time they clear the fifth secret room, the following text shall appear up at the top of the screen:

TRY TO LOCATE THE SECRET PLAY FIELD IN EACH STAGE.

But if they have managed to collect all four of them by this point, a red-robed version of the Bishops shall appear, then speak the following text to them:

YOU CAN FIND OUT THE SECRET FIELD EVEN IN A SECRET FIELD ITSELF. GOOD LUCK!

All four of the crystal balls will then appear in the four corners of the screen as the red-robed Bishop disappears; the crystal balls will then start spinning in a clockwise direction, increasing in speed as they get closer to the centre of the screen. Once all four of them have met in the same position they will transform into a stone plate which will fall to the bottom of the screen and the following text will now appear at the top of and in the centre of the screen:

THE STONE PLATE READS AS FOLLOWS

PASS WORD

Both dwarves shall then get warped forward five regular rounds (much like they had been after they managed to clear the four previous secret rooms).

Bosses
World 1 (Round 10) - The game's first boss is an enormous jack-o-lantern with a wizard's hat, a bow tie and five vines sprouting from him; there is a smaller jack-o-lantern (with a top hat) on the end of each vine and as he comes down into view from the top of the screen and begins rotating in a clockwise direction all five of the smaller lanterns will spit flames at Bob and Jim. 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 - and you will 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 have thrown five small lanterns at him the speed of his rotation will increase; once you throw five more small lanterns at him, he'll explode, and you will receive 5000 points, and go on to World 2.

World 2 (Round 20) - The game's second boss is an enormous version of the Rakots with yellow dungarees; an infinite amount of Rapets will also emerge from those two doors, at the top-left and top-right corners of the screen as he comes down into view from the top of it and now starts flying around while throwing exploding candies down at Bob and Jim (which will, once again, kill them if they hit them). You will have to stun those Rapets with a tap from the hammer, pick them up, and throw them at him to damage him - and once you have thrown ten Rapets at him, he will explode, and you will receive 5000 more points, and go on to World 3. It is also worth noting that there are two different versions of this round; the harder one (shown in that screenshot to the left) features platforms which act like conveyor belts but the easier one (detailed in the Walkthrough) does not.

World 3 (Round 30) - The game's third boss is an enormous green hermit crab, with extendable claws; he will come down into view from the top of the screen and extend his claws towards Bob and Jim while dropping conch shells on them (which will hatch into smaller crabs when they land then send the ten pieces of their shells flying off the top of the screen). You must tap the smaller crabs with your hammer to stun them and then pick them up and throw them at the large crab to damage him - and once you have thrown ten smaller crabs at him he shall explode, and you will receive 5000 more points, and go on to World 4. It is also worth noting that there are, again, two different versions for this round; the harder one (which is, again, shown in that screenshot to the left) features invisible platforms but the easier one (again, detailed in the Walkthrough) does not.

World 4 (Round 40) - The game's fourth boss is an enormous magician; he'll come up into view from the bottom of the screen (as a gold-tipped silver baton emerges from his hands) then begin flying around at the top of the screen while twirling his baton threateningly at Bob and Jim (and it will kill them if it hits them). An infinite amount of pink balloons will also come up from the bottom of the screen and burst as an infinite amount of Rabits emerge from them as he's doing so - and you will have to stun the Rabits by tapping them with your hammer, then pick them up and throw them at the magician to damage him. Once you've thrown ten Rabits at him he will explode, and you'll receive 5000 more points then go on to World 5; it is also worth noting that there are, once again, two different versions of the round. The harder one (which is displayed in the screenshot) features invisible platforms, but the easier one (once again detailed in the Walkthrough) doesn't.

World 5 (Round 50) - The game's fifth (and last normal) boss is an enormous pink dragon with a red cape; he shall come down into view from the top of the screen, then begin flying around while spitting flames at Bob and Jim (which will kill them if they hit them), as an infinite amount of Kings of Kards emerge from the holes in the walls (on the left and right sides of the screen). You'll have to stun the Kings of Kards (and, the Kards they generate), by tapping them on the head with your hammers, then pick them up and throw them at the dragon (to damage him) - and once you have thrown ten Kings of Kards (or just Kards) at him, he will explode, and leave that jar containing the blue-haired princess of Marry Land behind as you receive 5000 final points. You will then have to push the jar over to the nearest platform then jump onto the platform and smash the jar with your hammer to set the princess free; the game will then proceed onto the "normal" ending sequence. If you warp to World 6, the bosses will reappear in sequence on Rounds 60, 70, 80, 90, and 100, given that Worlds 6-10 are basically a quintet of extra worlds (that are most likely intended for players who have managed to master the normal worlds).