-->
Site hosted by Angelfire.com: Build your free website today!

Donkey Kong Country

Sound test:
Highlight the "Erase Game" option on the game selection screen. Press Down, A, R, B, Y, Down, A, Y. Press Select to change the current song.

Bonus games practice:
Press Down, Y, Down(2), Y when the game first starts, before the game selection screen appears.
Information in this section was contributed by Joseph Monroy.

Easy continue:
With one life remaining, enter a level that was previously completed and lose your life. Press any button at the game over screen to return to the Cranky Kong opening screen. Enable the "Bonus games practice" code and play the bonus games to earn a surplus of lives. Then, press Start to pause game play, and press Select to return to the place where the last life was lost.

Fifty lives:
Highlight the "Erase Game" option on the game selection screen. Press B, A, Right(2), A, L.

Interactive two-player game:
Highlight the "Erase Game" option on the game selection screen. Press B, A, Down, B, Up, Down(2), Y, A and start a two-player game. The inactive player can press Select at any time to assume control.

Hint: Mine Cart level:
Jump over the edge on the right and hold Left until you hear a bang. Jump over one enemy to complete the level.
Information in this section was contributed by fedien.

Hint: Stop & Go Station shortcut:
Walk back through the entrance of "Stop & Go Station" to get transported about three quarters of the way through the level.
Information in this section was contributed by Cyberbean.


Frequently Asked Questions
Published strategy guides
Game Genie codes

More cheat codes, hints, and FAQs
Copyright © 1997, 1998, 1999 Al Amaloo. All rights reserved.

Home | Search | Bulletin Board | Chat | What's New? | Books | Low Game Prices
Deutsch | Español | Francais | Italiano | Português
| Tell a friend | Link to us | Submit a code


Video Game FAQ Index Chris' Home Page

DKC FAQ

(v2.02 of 03/24/98)

Copyright © 1994-1998 by Chris Stassen

Please send any additions and corrections as feedback.


This FAQ is also available via FTP (ftp://ftp.netcom.com/pub/vi/vidgames/faqs/dkc.faq), courtesy of GamePro magazine's Andy Eddy.

This FAQ has three major sections:

  1. "Frequently Asked Questions" about things other than bonus rooms and hard-to-find items.
  2. A list of the locations of all 67 bonus rooms.
  3. A list by level of all hard-to-find objects (icons, crates, letters).


Frequently Asked Questions - about things other than Bonus Rooms

Questions:

  1. How do I beat the bosses?
  2. How many levels are there in Donkey Kong Country?
  3. How can I tell if I've found all of the bonus rooms in a level?
  4. How can I jump for extra distance (horizontally)?
  5. How can I grab things out of a pit without falling to my death?
  6. What's the "Diddy controller code"? How does it work?
  7. Where are the special "2x" icons?
  8. Are there any ways to bypass parts of some levels?
  9. Does the ending change depending on the percentage of completion?
  10. Is the original "Donkey Kong" game hidden within DKC?
  11. Are there any "warps"?
  12. Are there any Game Genie codes?
  13. Other controller codes
  14. How do I finish Slip Slide Ride?


Q-1: How do I beat the bosses?

In order...

  1. Very Gnawty - Jump on his head five times. While he is standing still right after being hit, he is temporarily invulnerable. Wait until he starts jumping around again.

  2. Necky's Nuts - Jump on his head five times. Before he spits the coconut, he is invincible. You must get him between when he spits the nut and when his head leaves the screen.

  3. Bumble B Rumble - Hit the bee with a barrel five times. While the bee is red (right after being hit) it is temporarily invincible. Just avoid it then.

  4. Really Gnawty Rampage - Jump on his head five times.

  5. Boss Dumb Drum - Avoid the drum (which will try to squash you) and then kill the monsters that it dumps. Repeat for five sets of monsters.

  6. Necky's Revenge - Jump on his head five times. This one is just like "Necky's Nuts," except it spits more nuts after each hit (one the first time, two the second time, etc.).

  7. K. Rool - you have to dodge several things in various stages (K. Rool's thrown crown, by jumping over it; cannonballs, by running between them; K. Rool himself running, by jumping over him; and K. Rool jumping, by moving under him). Jump on K. Rool's head when his crown is off. It takes nine hits to finish him off.

Back to Questions or Top.


Q-2: How many levels are there in Donkey Kong Country?

There are 33 "normal" levels, 67 bonus rooms, and seven boss areas. There are also six each of the "friendly" areas (Candy Kong, Cranky Kong, and Funky Kong).

The "friendly" areas and the first six bosses do not count towards the percentage total. The remaining 101 areas (33 levels, 67 bonus rooms, and the very last boss in "Gangplank Galleon") each count as 1% towards the completion total.

Back to Questions or Top.


Q-3: How can I tell if I've found all of the bonus rooms in a level?

On the map screen, a level is marked with an exclamation point once there are no undiscovered bonus rooms remaining in it.

(e.g., "Ropey Rampage" becomes "Ropey Rampage!" when all of its bonus rooms are found.)

Back to Questions or Top.


Q-4: How can I jump for extra distance (horizontally)?

This question and Q-5 are related, because the same technique covers both. The trick is that the Kongs can jump upwards out of a cartwheel (Diddy Kong) or barrel-roll (Donkey Kong), just as if they were standing on solid ground... even if they happen to be in mid-air at the time. For example:

In "Jungle Hijinks," there is a red balloon above the group of trees is just past the [K] icon. There is a second red balloon over the next group of trees beyond that, and if you move quickly you will find a green balloon over the third group of trees.

But the trees are spaced too far apart for Diddy to jump from group to group, even with a running start. Also, the second and third sets of treetops can't be reached from the ground.

How do you collect the second and third balloons? By rolling off a tree, and then jumping from mid-air... which increases the total horizontal distance which can be covered in a single jump.

In detail:

  1. Position Diddy on the right-hand edge of the first group of trees, where you collected the first red balloon.

  2. Press "right" on the control pad and the "Y" button (approximately simultaneously), and Diddy will cartwheel off the tree towards the right.

  3. At any time before Diddy finishes the cartwheel move, (the later, the better), press and hold the "B" button to jump as high as possible. (Don't forget to continue to hold "right" on the control pad so that you jump to the right!)

If your timing is good, you will land on the left edge of the next group of trees just in time to jump up and collect the second red balloon (before it floats away).

With practice, you will be able to jump these large gaps quickly and easily. This technique comes in handy later in the game -- there is at least one bonus room that I can't reach without it, and at least one more that is far easier to reach with this technique. But it is not stricly necessary to be able to cartwheel-jump, to get to the end of any level (or "win" the game with less than 101%).

Unrelated note:

This example, incidentally, is a good way to pick up lives very quickly. In "Jungle Hijinks"... pick up the balloon in Donkey Kong's tree-house and then these three treetop balloons, for a total of five quick lives. Then quit the level with pause- select (and re-enter to repeat as ofter as desired). I'm able to earn extra lives more quickly this way than with the "DYDDY" controller code (which is discussed later in this file).

Back to Questions or Top.


Q-5: How can I grab things out of a pit without falling to my death?

This question and Q-4 are related, because the same technique covers both. The trick is that the Kongs can jump upwards out of a cartwheel (Diddy Kong) or barrel-roll (Donkey Kong), just as if they were standing on solid ground... even if they happen to be in mid-air at the time. For example:

In "Stop & Go Station", the golden letter [O] icon sits just below the level of the surrounding land, in a pit which kills Diddy or Donkey Kong should they fall into it and off the screen.

How do you go about getting the [O] without losing a life? By cart-wheeling (or barrel-rolling) into the pit, falling partway down (far enough to collect the [O])... and then jumping upwards out of the roll in mid-air, to get back onto solid ground.

In detail:

  1. Position Donkey Kong (or Diddy Kong) at the left edge of the pit, facing to the right.

  2. Press "right" on the control pad and the "Y" button approximately simultaneously, and Donkey (Diddy) will barrel roll (cartwheel) to the right and slightly downwards into the pit.

  3. Once Donkey (Diddy) touches the [O] and collects it, press and hold the "B" button to jump up to the ground level on the opposite side of the pit. (Don't forget to continue to hold "right" on the control pad so that you jump to the right!)

This is a move which requires some practice, but it isn't too difficult once you get the hang of it.

Again, it is not strictly necessary to be able to do this in order to "win" the game, but you can't get "101%" or pick up some of the interesting items (e.g., also the [K] in "Forest Frenzy", and many other letter icons and bananas, especially in the later parts of the game) without it.

Unrelated note: Not every item in a pit requires this strategy. Sometimes an item in a pit, especially a vertical line of bananas, is a hint that there is a hidden barrel cannon off-screen.

Back to Questions or Top.


Q-6: What's the "Diddy controller code"? How does it work?

It is a controller sequence that leads to a special bonus room, which always contains three golden icons of each animal. This allows repeated play in any of the animal bonus games (as Enguarde, Expresso, Rambi, or Winky).

The code is "DYDDY" (down, Y, down, down, Y). Enter that exact sequence of directions and buttons on the controller, during the introductory screen that shows Cranky Kong turning the handle on a record player.

In order to collect lives in this special area and then take the collected lives into a game, it is necessary to perform one extra "setup" step before entering the special bonus room: first get the "GAME OVER" screen by losing your last life IN A LEVEL THAT IS COMPLETED.

(For more information on the meaning of "COMPLETED", see [NOTE 1] below.)
When the "GAME OVER" screen is displayed, press "start" once to dismiss it and return to the game's opening sequence. Wait for Cranky Kong to show up. When he appears, enter the "DYDDY" code to get to the special bonus room.
(In a two-player game, the player who died last must press "start" to dismiss the "GAME OVER" screen; then "Player #1" -- the player using the controller plugged into the left-hand side of the unit -- must enter the "DYDDY" code, play the bonus games, and exit.)
When the special bonus room is entered in this way -- following a "GAME OVER" screen that is due to losing your last life in a "COMPLETED" level -- it is possible to exit the special bonus room with start-select.
(For more information on start-select, see [NOTE 2] below.)
When you exit the special bonus room in this manner... you will be returned to the game that you died in, on the main map screen at the level where you lost your final life.

The main map will not "forget" any of "unsaved" progress that was made before your death. Also, you will still have all of the lives and spare animal icons which you collected in the special bonus room.

(If you think you are following the instructions and still cannot get out of the special area, see [NOTE 3] below.)

[NOTE 1] Dying in a "COMPLETED" level

A "COMPLETED" level is one where you have reached and walked through the exit door. Any "COMPLETED" level is marked with Diddy or Donkey Kong's head on the map screen, while any non-complete level is marked with a Kremling's head.

[NOTE 2] How to use start-select

Press "start" to pause the game. Wait a second or so, then press "select". (If you press "select" too quickly following "start", "select" is ignored.)

This is the same controller sequence which is used in both this game and Super Mario World, to exit a level which you have previously completed. The sequence allows you to exit from anywhere in a level, even from inside its bonus rooms.

If you aren't sure you are using start-select properly, try playing the game and using it to exit any completed level. If you can exit an already-completed level with this sequence, then you are doing it properly and should be able to exit the special bonus room in the same way (...providing that you had set-up your entry to the special bonus room properly).

[NOTE 3] Still can't get there?

Are you still having trouble exiting from the special bonus room and carrying your lives back into the game? Try the following five things:

  1. Be sure you are trying to exit from the special bonus room itself. "start-select" is always disabled while playing any of the animal bonus games... so it is never possible to exit from them.

  2. Be sure you are using start-select properly. Test yourself by using it to successfully exit from a "COMPLETED" level while you are playing a normal game (see [NOTE 2]).

  3. Be sure you are dying in a "COMPLETED" level to get the "GAME OVER" screen before entering the special bonus room (see [NOTE 1]).

  4. Try having an even number on your "life counter" when you exit. There are two versions of the cartridge; even though most people do not report such a problem, there remain persistent rumors that an even number of lives is necessary in order to be able to exit.
    (If you find that an even number of lives IS necessary on your cartridge, please contact me.)

  5. If all else fails... try following the steps below, exactly and carefully, to test yourself and/or your cartridge. These steps reproduce a situation which is known to permit many different people to exit the special bonus room:

    1. Erase one of the three saved games, and start that game as a one-player game. (This resets the game to a known state.)

    2. Finish "Jungle Hijinks" by walking through the exit door, so that the level is marked with Donkey/Diddy Kong's head instead of a Kremling's. (It does not matter whether you visit any of its bonus rooms.)

    3. Backtrack to "Jungle Hijinks" and re-enter it. (If you have not done so yet, this is a good place to test your ability to exit a completed level with "start-select".) Kill yourself off. Keep re-entering "Jungle Hijinks" and killing yourself, until you lose your last life in "Jungle Hijinks" and then see the "GAME OVER" screen.

    4. Press "start" once to dismiss the "GAME OVER" screen, and wait for Cranky Kong to appear.

    5. When Cranky appears, enter the "DYDDY" sequence to get to the special bonus room.

    6. After winning at least one life in the various animal games, use "start-select" (see [NOTE 2]) when inside the special bonus room, to exit it.

    Following Step 6... you should be returned to the map area, back in your brand new one-player game. "Jungle Hijinks" should still show as "COMPLETED", even though you didn't "save" the game between completing that level and getting the "GAME OVER" screen. Your "life counter" should show all of the lives that you collected in the special bonus room.

    (If this sequence does NOT work for you, contact me, and we will decide what to try next.)

Back to Questions or Top.


Q-7: Where are the special "2x" icons?

In each animal bonus area, there is a special extra-large icon that doubles the quantity of golden icons collected so far, making it possible to get as many as eight extra lives in a single run. (Actually, I've been told nine is possible, but haven't been able to do it.) These icons are located:

Expresso
The icon is at the extreme right-hand end of the level, beyond where the level appears to end. (Go to the third (last) area to the right, stand on the last step on the right-hand wall, and jump as high as possible AND flap once for extra height, to get through an off-screen break in the wall.)

Enguarde
The icon is in a hidden room at the bottom-center of the area. It is straight down from Enguarde's starting position. (Go through an apparently solid wall.)
Incidentally, there are three other hidden rooms in Enguarde's area. (One in the top-center, straight up from Enguarde's starting position; one at the left-center, straight left from Enguarde's starting position; and one at the right-center, straight right from Enguarde's starting position.) These rooms contain groups of the golden enguarde icons.

Rambi
The icon is at the extreme right-hand end of the level, beyond where the level appears to end. (Jump on top of the entrance door, stick to the highest ledges while moving across the whole level to the right, then jump over the right-hand cliff and head down into the special area.)

Winky
The icon is at the extreme left-hand end of the level, beyond where the level appears to end. (Cross to the left-hand side, climbing up to the top of the level, and jump over the left-hand wall.)

Back to Questions or Top.


Q-8: Are there any ways to bypass parts of some levels?

Back to Questions or Top.


Q-9: 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.

Back to Questions or Top.


Q-10: 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.

Back to Questions or Top.


Q-11: Are there any "warps"?

There are four 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:

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]

Back to Questions or Top.


Q-12: Are there any Game Genie codes?

These are copied from Galoob's WWW site. Per their instructions, the original text is not modified.
GAME GENIE CODES FOR SUPER NES(tm)--FINAL VERSION

(c) 1994 Lewis Galoob Toys, Inc. All Rights Reserved.  Excerpts
from Game Genie(tm) Code Updates made available for the private
use of Game Genie owners. NO COMMERCIAL USE WITHOUT AUTHORIZATION.
This file may be freely distributed FOR PRIVATE, NON-COMMERCIAL
USE as long as it is not altered and all text remains intact.

Game Genie is a product of Lewis Galoob Toys, Inc., and is not
manufactured, distributed or endorsed by Nintendo of America Inc.
Super NES is a trademark of Nintendo of America Inc. Game titles
are trademarks of their respective owners.

Game Genie is a trademark of Lewis Galoob Toys, Inc.
U.S. Patent No. 5,112,051.

Donkey Kong Country(tm) Game--FINAL VERSION

THERE ARE 2 VERSIONS OF THIS GAME. IF THE FIRST CODE DOESN'T
WORK ON YOUR GAME, THEN TRY THE SECOND CODE

----------

Lives:

C2C9-4E2C  [Alternate: C2C1-4A9C]  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: EE66-C27E]  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: D76C-327E]  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: DDB0-34A4]  In the 2-player team
	mode, the inactive player can get control at any time
	by pressing A or SELECT on their controller.

DDB9-3DD4  [Alternate: DDB0-34A4]  Pressing Start and then
	Select will exit any level, including those not yet
	completed.

[Source:  Joe Sewell]

Back to Questions or Top.


Q-13: Other controller codes

There are three other controller codes that I'm aware of:

BARRAL:

When the 'erase game' line is highlighted on the game select screen, press 'BARRAL' -- B-button, A-button, R-button (on front edge of controller), R-button, A-button, L-button. You will hear a chime if you entered the code correctly.

When you select and start a game, you will have 50 lives. (Current reports are not clear on whether or not you must select a slot where there is a game already saved.)

DARBYDAY:

When the 'erase game' line is highlighted on the game select screen, press 'DARBYDAY' -- down (control pad), A-button, R-button (on front edge of controller), B-button, Y-button, down (control pad), A-button and Y-button. You will hear a chime if you entered the code correctly.

This enables the sound test mode. Pressing 'select' will cause the game to cycle through the various musical selections that it plays.

BADBUDDY:

When the 'erase game' line is highlighted on the game select screen, pretty 'BADBUDDY' -- B, A, down (control pad), B up (control pad), down (control pad), down (control pad), Y. In a two-player team game, the inactive player will be able to "steal" control.

[Thanks to Ian Eure]

Back to Questions or Top.


Q-14: How do I finish Slip Slide Ride?

Near the end of the level there are two side-by-side ropes. In order to get to the exit, it is necessary to get to the top of the ropes. These are "moving" ropes which carry the monkeys downwards quickly.

The key is to jump back and forth from one rope to the other, landing slightly higher each time, to reach the top. By holding down the "run" button and "up" on the control pad you will hold your position on the ropes; at least you won't lose any ground between jumps.

Back to Questions or Top.


Location of all bonus rooms

Following are short, semi-vague descriptions of the locations of all DKC bonus rooms and their contents.

Index:

  1. Kongo Jungle bonus rooms
  2. Monkey Mines bonus rooms
  3. Vine Valley bonus rooms
  4. Gorilla Glacier bonus rooms
  5. Kremroc Industries, Inc. bonus rooms
  6. Chimp Caverns bonus rooms
  7. General notes and strategy hints
  8. Sample description interpretation
  9. Kinds of bonus rooms
  10. Acknowledgements

Back to Top.


BR-1. Kongo Jungle bonus rooms

Back to Bonus index or Top.


BR-2. Monkey Mines bonus rooms

Back to Bonus index or Top.


BR-3. Vine Valley bonus rooms

Back to Bonus index or Top.


BR-4. Gorilla Glacier bonus rooms

Back to Bonus index or Top.


BR-5. Kremroc Industries, Inc. bonus rooms

Back to Bonus index or Top.


BR-6. Chimp Caverns bonus rooms

Back to Bonus index or Top.


BR-7. General notes and strategy hints

Back to Bonus index or Top.


BR-8. Sample description interpretation

The description of the first "Ropey Rampage" bonus room reads in part:
  1. 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 BR-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.

Back to Bonus index or Top.


BR-9. Kinds of bonus rooms

BLAST-AROUND
There are 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 one barrel cannon to another. (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
There is 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 one 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
You must 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 which you manage to collect (by running over it when the bananas are on the screen) 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.

Back to Bonus index or Top.


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:

  1. Kongo Jungle hard-to-find or hidden objects
  2. Monkey Mines hard-to-find or hidden objects
  3. Vine Valley hard-to-find or hidden objects
  4. Gorilla Glacier hard-to-find or hidden objects
  5. Kremroc Industries, Inc. hard-to-find or hidden objects
  6. Chimp Caverns hard-to-find or hidden objects

Back to Top.


OB-1. Kongo Jungle hard-to-find or hidden objects

Back to Object index or Top.


OB-2. Monkey Mines hard-to-find or hidden objects

Back to Object index or Top.


OB-3. Vine Valley hard-to-find or hidden objects

Back to Object index or Top.


OB-4. Gorilla Glacier hard-to-find or hidden objects

Back to Object index or Top.


OB-5. Kremroc Industries, Inc. hard-to-find or hidden objects

Back to Object index or Top.


OB-6. Chimp Caverns hard-to-find or hidden objects

Back to Object index or Top.


END FAQ


Video Game FAQ Index Chris' Home Page

Robot Bait.  Don't Click.