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''Donkey Kong '94''[[note]]tentative title used in development for differentiation, as it is officially known as "''[[RecycledTitle Donkey Kong]]''" and alternatively referred to on the title screen and Japanese logo as "''GAME BOY Donkey Kong''"[[/note]] is a PuzzlePlatformer released on Nintendo's UsefulNotes/GameBoy handheld in 1994. It is the first game to have UsefulNotes/SuperGameBoy enhancements: color support, some enhanced audio, and a custom border designed to look like an arcade cabinet.

The game starts with the pretense of being a straight UpdatedRerelease of the [[VideoGame/DonkeyKong original 1981]] UsefulNotes/ArcadeGame. 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 Donkey Kong comes to and takes Pauline back. What follows is 97 levels of {{lock and key puzzle}}s spread across nine more worlds.

Every four levels, you face off against Donkey Kong 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.

''VideoGame/MarioVsDonkeyKong'' for UsefulNotes/GameBoyAdvance [[WhatCouldHaveBeen was originally planned]] as an UpdatedRerelease of this game; the working title was ''Donkey Kong Plus'', and it was to feature UsefulNotes/NintendoGameCube connectivity and a LevelEditor.

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!!''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 ''VideoGame/SuperMario64''.
* AdaptationDyeJob: Pauline was changed from a blonde to a brunette for her current look, presumably to differentiate her from Princess Peach.
* AdaptationExpansion: Remember, "''94''" is a designation mostly used by fans -- it need not be confused with the arcade original due to the sheer amount of additional level content.
* ArtEvolution: Donkey Kong is given his red "DK" 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, Donkey Kong, Junior, and Pauline all end up in the [[VideoGame/SuperMarioBros1 Mushroom Kingdom]].
* 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 ''[[Franchise/SuperMarioBros 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 arcade game.
* DefeatMeansFriendship: [[spoiler:After Mario finally defeats Donkey Kong at the Tower, judging by the photo shown in the ending.]]
* DifficultySpike: The game really starts to get hard around Iceberg.
* DisneyVillainDeath:
** This is what happens to Donkey Kong [[spoiler:before turning giant]].
** And like the arcade 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, Donkey Kong 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: How Donkey Kong primarily attacks during the final showdown.
* 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 Tower.
* LikeFatherLikeSon: Though Donkey Kong Jr. isn't as good at antagonizing Mario
* LockAndKeyPuzzle: Pretty much the entire point of the game.
* MakeMyMonsterGrow: The final boss, though he seems to make himself grow.
* 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 its corresponding music are still in the game, though.
** For example, if you get too close to Donkey Kong in the levels he appear in, Donkey Kong will grab Mario by the head and shake him several times before chucking his body away like a ragdoll.
* MeaninglessLives: Almost every level has a OneUp Heart 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 accessories. 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 GameOver.
* 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 Junior'' - [[spoiler:In fact, Stage 9-4 is basically ''Donkey Kong Junior'''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 vine in time.
** Mario 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.
* OneHitPointWonder: Mario will die from hitting just about anything.
* PoisonMushroom: Donkey Kong and son will throw these at you on rare occasions. [[spoiler:In fact, these mushrooms are a power up to Donkey Kong himself.]]
* PuzzlePlatformer: The final level of the original arcade game already had a puzzle element thrown in and almost every new level after it continues the trend.
* 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.]]
** 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. 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 Crusher block, by being pushed into a wall by a Sir Shovalot, or being crushed by [[spoiler:Giant Donkey Kong's fists]].
* StalactiteSpite: Icicles that only fall when Mario passes under them.
* StealthSequel: Depending on your viewpoint, as this ''is'' a retelling of Mario's first adventure, and in the ending sequence, it appears that World 1-1 from the original ''VideoGame/{{Super Mario Bros|1}}'' was on the other side of that Tower. Not only that, but it seems Pauline introduces Mario to a Super Mushroom.
* 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 Donkey Kong'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.
* ThatsNoMoon: That huge head in Donkey Kong's likeness that sits atop the Tower? [[spoiler:It's not part of the Tower. [[AttackOfTheFiftyFootWhatever It's Donkey Kong himself.]]]]
* ThisIsGonnaSuck:
** The [[https://www.youtube.com/watch?v=UUIcyuLryzw music]] for 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.
* UpToEleven: AND HOW! Not only is Mario more acrobatic than usual, but upon completing the stages from the arcade original, Donkey Kong hops back up to capture Pauline again and from that point onward the game turns into a much more fully-fledged puzzle-platformer.
* VideoGameSettings: Mario chases Donkey Kong through quite a lot of scenery:
** BossOnlyLevel: Every fourth stage, and Tower stages. Also the trope picture.
** BubblyClouds: A few Airplane stages and one Tower stage.
** BuildLikeAnEgyptian: Desert.
** DeathMountain: The penultimate location, Rocky-Valley. Also the longest with '''16 levels'''.
** DownInTheDumps: A few City stages.
** EternalEngine: At least one Airplane stage.
** GangplankGalleon: Ship.
** GreenHillZone: Forest.
** GustyGlade: A few Airplane stages.
** ItsAllUpstairsFromHere: Tower.
** JungleJapes: Jungle.
** LethalLavaLand: A few Rocky-Valley stages.
** LevelsTakeFlight: Airplane.
** TheLostWoods: Forest and Jungle.
** NostalgiaLevel: The first four stages are straight from the arcade.
** OneTimeDungeon: Every stage is this and thus cannot be revisited once beaten.
** ShiftingSandLand: Desert.
** SlippySlideyIceWorld: Iceberg.
** TheVeryDefinitelyFinalDungeon: Tower.
* 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...]]
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