Donkey Kong '94 is one name for a Puzzle Platformer released on Nintendo's Game Boy handheld in 1994. The game is essentially an Updated Rerelease of the original 1981 arcade game. The exact same Excuse Plot is used here — Donkey Kong has kidnapped Pauline, and 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 immediately subverted when DK comes to and takes Pauline back. What follows is 97 levels of lock and key puzzles spread across 9 worlds. *
The arcade stages are considered world zero.
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 Platform Game. This includes moving platforms, climbing vines, swinging from ropes, conveyor belts, wind, etc.
The aforementioned Lock and Key Puzzle. 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 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 Donkey Kong is still here. This is the only way to kill Mooks besides throwing stuff at them.
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.
Adaptation Dye Job: Pauline was changed from a blonde to a brunette for her current look, presumably to differentiate her from Princess Peach..
Art Evolution: Donkey Kong is given his trademarked red tie in this game which was carried over to Donkey Kong Country (although technically it's still the future Cranky Kong in this game), while Pauline now sports her current brunette look.
Boss Remix: 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
Call Forward: Mario, DK, Junior and Pauline all end up on the Mushroom Kingdom, where the events of the first Super Mario Bros. takes place.
Catch and Return: 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.
Damn You, Muscle Memory: Although the button layout is what a veteran of Mario games is used to, the game engine is similar to the original Donkey Kong, 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 safely land from falls of any height, although he can fall further safely than he could in the original game.
Drop the Hammer: Gets more uses in puzzles here than in the original.
Drop The Washtub: 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. Unlike with barrels, doing a handstand will not protect you from getting crushed by any of them.
Easy Level Trick: Most levels have at least one shortcut that helps shave off seconds.
Grievous Harm with a Body: Among the aforementioned stuff thrown at mooks to kill them is other mooks.
Half Truth: 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.
Meaningless Lives: Almost every level has a 1-Up floating around somewhere. In addition to this, every four levels you get at least one extra life (usually at least five), and then there's the bonus games at the end of each level.
Nostalgia Level: In addition to the first four levels, the game contains stages designed to resemble the levels from Donkey Kong Jr - 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.
Not the Fall That Kills You: 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.
Poison Mushroom: Donkey Kong and Jr will throw these at you on rare occasions. In fact, these mushrooms are a power up to DK himself.
Scary Scorpions: An uncommon enemy, they don't go out of their way to attack Mario.
Sequel Difficulty Drop: The first four levels are 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.
Stalactite Spite: Icicles that only fall when Mario passes under them.
Stern Chase: Lots of damage is taken by both parties, the obstacles are many and the locations get more ridiculous as it goes on.
Tactical Suicide Boss: 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 Catch and Return them? Not DK's best move. Of course, since he's merely a gorilla, it's at least justifiable.
Your Princess Is in Another Castle: 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 everything changes.
Yet another one after Stage 9-8. Wait, Stage 9-9? Oh dear...