[[quoteright:301:http://static.tvtropes.org/pmwiki/pub/images/Donkey_Kong_94_main_illustration_9527.PNG]]

''Donkey Kong '94'' is one name for a PuzzlePlatformer released on Nintendo's GameBoy handheld in 1994. The game is essentially an UpdatedRerelease of the original 1981 arcade game. The exact same ExcusePlot is used here -- Donkey Kong has kidnapped [[DamselInDistress Pauline]], and [[Franchise/SuperMarioBros Mario]] must chase him down.

The game even opens with the same four levels of the original. But after the fourth level is beaten, the arcade ending begins, and is [[YourPrincessIsInAnotherCastle immediately subverted]] when DK comes to and takes Pauline back. What follows is 97 levels of {{lock and key puzzle}}s spread across 9 worlds.[[note]]The arcade stages are considered world zero.[[/note]]

Every four levels, you face off against DK himself. The last stage of each world is a barrel fight.

Several game mechanics are in play:
* Of course, all the challenges you'd expect from a PlatformGame. This includes moving platforms, climbing vines, swinging from ropes, conveyor belts, wind, etc.
* The aforementioned LockAndKeyPuzzle. [[ExactlyWhatItSaysOnTheTin No explanation necessary]]. Sometimes Mario will be forced to drop the key for a while so he can do other things, but if it's left alone for too long (about ten seconds), it will warp back to where it started.
* Boxes that, when Mario touches them, will allow the player to place temporary walkways, ladders, single blocks, or springboards. Quite a few levels hinge around placing these and [[TimedMission racing the clock]] to cross them before they disappear.
* Levers that manipulate various aspects of the level, such as opening gates or controlling moving platforms.
* The hammer from the arcade ''VideoGame/DonkeyKong'' is still here. This is the only way to kill {{Mook}}s besides throwing stuff at them. There is also an enhanced, respawning hammer used for breaking certain blocks.

''MarioVsDonkeyKong'' for the GameBoyAdvance [[WhatCouldHaveBeen was originally planned]] as an UpdatedRerelease of this game; the working title was ''Donkey Kong Plus'' and it was to include a level editor.

It was also the first game to have SuperGameBoy enhancements: Color support, some enhanced audio, and a custom border designed to look like a Donkey Kong arcade cabinet.
----
!Donkey Kong 94 provides examples of:
* {{Acrofatic}}: While high jumps are expected from Mario, his acrobatic prowess in this game is something you have to see to believe. His gymnastics here may have been the inspiration for his abilities in {{Super Mario 64}}.
* AdaptationDyeJob: Pauline was changed from a blonde to a brunette for her current look, presumably to differentiate her from Princess Peach.
* AdaptationExpansion
* ArtEvolution: Donkey Kong is given his trademarked red tie in this game which was carried over to ''VideoGame/DonkeyKongCountry'' (although technically it's still the future Cranky Kong in this game), while Pauline now sports her current [[AdaptationDyeJob brunette look]].
* AttackOfThe50FootWhatever: Perhaps as an {{Homage}} to the original ''VideoGame/DonkeyKong'' / ''Film/KingKong'' trademark infringement lawsuit, the final boss [[spoiler: is Donkey Kong grown to giant size attacking Mario]].
* AutobotsRockOut: The penultimate boss theme, stylistically.
* BossRemix: The final boss theme is basically an extension of the jingle that played in the original arcade version when Donkey Kong climbed the ladder; it's played in this game when a boss level is selected
* CallForward: Mario, DK, Junior and Pauline all end up in the Mushroom Kingdom, where the events of the first ''VideoGame/SuperMarioBros'' takes place.
* CatchAndReturn: If Mario is doing a handstand, a barrel that hits his feet will land harmlessly to the side, allowing him to pick up the barrel and throw it back.
* CraniumRide: Used as a key part of many levels.
* DamnYouMuscleMemory: Although the button layout is what a veteran of {{Mario}} games is used to, the game engine is similar to the original ''VideoGame/DonkeyKong'', so Mario's movement is different (particularly relating to stopping from a run) than in the ''Super Mario Bros.'' games. He also lacks the ability to [[NotTheFallThatKillsYou safely land from falls of any height]], although he can fall further safely than he could in the original game.
* [[spoiler: DefeatMeansFriendship: After Mario finally defeats DK at the tower, judging by the photo shown in the ending.]]
* DifficultySpike: The game really starts to get hard around the iceberg level.
* DisneyVillainDeath: This is what happens to Donkey Kong [[spoiler:before turning giant]].
** And like the original game, Donkey Kong falls to his demise after beating the last of the original four stages, only to get back up and kidnap Pauline again.
* DropTheHammer: Gets more uses in puzzles here than in the original.
* DropTheWashtub: In most of the boss battles, DK pounds the ground and causes debris to fall from the sky, including tires, barbells, 16t weights, and washtubs. Like with barrels, doing a handstand will protect you from getting crushed by any of them.
* EasyLevelTrick: Most levels have at least one shortcut that helps shave off seconds.
* {{Foreshadowing}}: You can see the final tower world off in the distance in the jungle levels.
* GiantHandsOfDoom
* GoingThroughTheMotions: It has a few more than a player might expect for this type of game.
* GrievousHarmWithABody: Among the aforementioned stuff thrown at mooks to kill them is other mooks.
* HalfTruth: Page 8 of the game's manual claimed that "Mario cannot use some of these new actions at first, but as he continues along the quest, he will acquire the skills to use them." This would seem to imply that some of Mario's moves had to be unlocked; in reality, all the moves are usable from the beginning, and the only things you can't do involve level elements (e.g. levers) that don't show up until later. Most likely, the manual's writer was tripped up by the existence of cutscenes that illustrate moves being shown every few levels, which might make one think that you can't use those moves until you've seen them in the cutscenes, even though that's not the case.
* ItsAllUpstairsFromHere: You only go up in the last tower.
* LikeFatherLikeSon: Though Jr. isn't as good at antagonizing Mario
* LockAndKeyPuzzle: Pretty much the entire point of the game.
* MakeMyMonsterGrow: The final boss.
* MeaninglessLives: Almost every level has a OneUp floating around somewhere. In addition to this, every four levels you get one extra life for every hundred points made in those levels (usually at least five), and then there's the bonus games at the end of each level if you collect all of Pauline's things. To top it all off, the game saves your progress every four levels, and since levels are quite short, it's usually not a huge loss to get a game over.
* MetronomicManMashing: Donkey Kong himself does a one-sided version of this to Mario if you're foolish enough to touch him.
* NostalgiaLevel: In addition to the first four levels, the game contains stages designed to resemble the levels from ''Donkey Kong Jr'' - [[spoiler: In fact, stage 9-4 is basically ''Donkey Kong Jr'''s final stage - except the keys are locking Junior in the cage. As you might guess, it's the last stage where he appears.]]
* NotTheFallThatKillsYou: Mario can die if he falls far enough - unless you can manage to grab a ladder or vine in time.
** He also has a rolling maneuver if he's moving diagonally, which prevents him from being stunned like he normally would if he falls far enough. If he completely inverts during the fall, he will die though.
* PoisonMushroom: Donkey Kong and Jr will throw these at you on rare occasions. [[spoiler: In fact, these mushrooms are a power up to DK himself.]]
* PuzzlePlatformer
* RuleOfThree
** The three bonus items in each level. Collecting all three will allow one to play a bonus game for [[OneUp extra lives]].
** Donkey Kong takes three hits with barrels to defeat.
*** [[spoiler: Except in the final battle, where it's six hits.]]
**** [[spoiler: Though, those six hits are in 3 waves of 2 hits each. Yay math!]]
** Every set of levels has three normal levels, punctuated by one boss level.
* SavePoint: Every four levels.
* SaveThePrincess: [[CompletelyMissingThePoint Pauline isn't actually a princess]], but still.
* ScaryScorpions: An uncommon enemy, they don't go out of their way to attack Mario.
* SequelDifficultyDrop: The first four levels are [[NostalgiaLevel the levels of the original game]]. However, Mario starts with all of the upgraded abilities that you get to take advantage of in this game. Even if you don't know how to do his new moves, this includes improved jump height, improved speed on ladders, and the ability to fall much further before dying. Consequently, it's much easier to clear the first four levels than it was in the original game.
** The first four levels have also been made much easier than their original counterparts. A level in the Tower is much closer to the actual 25m, although it's just as easy to get through as the first level with Mario's new moves. The other levels, however, didn't receive the same treatment.
* SquashedFlat: One of the many ways Mario can die. In fact, there's three ways this can happen; being crushed by a Thwomp Block, by being pushed into a wall by a Sir Shovalot, or being crushed by Giant Donkey Kong's fists.
* StalactiteSpite: Icicles that only fall when Mario passes under them.
* SternChase: Lots of damage is taken by both parties, the obstacles are many and the locations get more ridiculous as it goes on.
* TacticalSuicideBoss: It made sense in the original game, when Mario could only barely clear them, to constantly throw barrels at the plumber. But now that he can jump higher and CatchAndReturn them? Not DK's best move. Of course, since he's merely a gorilla, and Mario still goes down instantly if a barrel actually hits him, it's at least justifiable.
* TheManyDeathsOfYou; Unlike the original ''Donkey Kong'' (and most of the other platforming ''Mario'' games), there's a wide range of death animations for the many, ''many'' ways Mario can [[ExpospeakGag purchase the agricultural facility]]. And most of them have their own little ditty; the original death animation and it's corresponding music are still in the game, though.
** For example, if you get too close to DK in the levels he appear in, DK will grab Mario and slam him like a ragdoll several times before chucking his body away.
* ThisIsGonnaSuck: The [[https://www.youtube.com/watch?v=UUIcyuLryzw music]] for the Iceberg invokes this.
** To say nothing of the [[https://www.youtube.com/watch?v=I6MRa_FporU Time Up theme.]] OhCrap doesn't BEGIN to describe it.
* ThrowABarrelAtIt: Donkey Kong uses this even more and Mario does too.
* WallCrawl: Many enemies can do this. Occasionally you need to [[CraniumRide stand on top of them]] to get where you need to go.
* YourPrincessIsInAnotherCastle: The game opens with the four levels from the original arcade game, leading players to believe that it's just an ordinary port. Until one beats the fourth level and the arcade ending is subverted. Then [[UnexpectedGameplayChange everything changes.]]
** Yet another one after Stage 9-8. [[spoiler: Wait, Stage 9-9? Oh dear...]]
----