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5[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/donkey_kong_94_7.png]]
6[[caption-width-right:350:It's like ''Donkey Kong'', only much, ''much'' bigger.]]
7
8''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 Platform/GameBoy handheld in 1994. It is the first game to have Platform/SuperGameBoy enhancements: color support, some enhanced audio, and a custom border designed to look like an arcade cabinet. It is also the final game to prominently feature the original version of the title character, before Creator/{{Rare}}’s [[VideoGame/DonkeyKongCountry take on the character]] the same year would go on to define him since.
9
10The 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 immediately recovers and takes Pauline again. What follows is 97 levels of {{lock and key puzzle}}s spread across nine more worlds.
11
12Every four levels, you face off against Donkey Kong himself, occasionally accompanied by Donkey Kong Junior. The last stage of each world is a direct boss battle against the big guy where you get to throw the barrels ''back'' at him.
13
14Several game mechanics are in play:
15* Of course, all the challenges you'd expect from a PlatformGame. This includes moving platforms, climbing vines, swinging from ropes, conveyor belts, wind, etc.
16* 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.
17* 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.
18* Levers that manipulate various aspects of the level, such as opening gates or controlling moving platforms.
19* 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.
20
21''VideoGame/MarioVsDonkeyKong'' for Platform/GameBoyAdvance [[WhatCouldHaveBeen was originally planned]] as an [[VideoGameRemake remake]] of this game; the working title was ''Donkey Kong Plus'', and it was to feature Platform/NintendoGameCube connectivity and a LevelEditor.
22
23Not to be confused with the aforementioned ''VideoGame/DonkeyKongCountry'', which also released in 1994.
24----
25!!''Donkey Kong '94'' provides examples of:
26* {{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''.
27* AdaptationalBadass:
28** Donkey Kong is much more persistent compared to the arcade version. As opposed to four levels across a single construction site, it takes chasing him through ten entire worlds and beating him in ten boss fights before he finally admits defeat. [[spoiler:Even ''then'', [[AttackOfThe50FootWhatever DK turns himself into a giant for one last showdown]] beforehand.]]
29** While Mario still is a OneHitPointWonder, he can survive falls from greater heights compared to the original game. He's also capable of doing one hell of a lot more than he previously could, to the point where you can have Mario backflip to the top of [[VideoGame/DonkeyKong the original game's]] first level in under ''three seconds''.
30* AdaptationalVillainy: Donkey Kong Junior. Justified, as you're playing as Mario this time around.
31* AdaptationDyeJob: Pauline was changed from a blonde to a brunette for her current look, presumably to differentiate her from Princess Peach.
32* 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.
33* 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, which would explain where the current DK got ''his'' one from -- while Pauline now sports her current [[AdaptationDyeJob brunette look]].
34* 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. Downplayed in the ending when Mario assumes his Super Mario form for what is implied to chronologically be the first time, courtesy of a Super Mushroom from Pauline, to catch a falling Donkey Kong after said boss fight.]]
35* AutobotsRockOut: The penultimate boss theme, stylistically.
36* BigBad: Donkey Kong, who has once again kidnapped Pauline and is trying to defeat Mario.
37* BloodsuckingBats: It's implied that the bat enemy is vampiric, as it makes a sucking noise when it touches Mario.
38* BookEnds: The first level is a single screen remake of 25m. A few levels before the end boss is 9-5, which is essentially 25m again, but properly scaled for Mario's abilities. The last platforming stage, 9-7, is also a series of slopes leading up to DK, much like 25m, but with no ladders.
39* BorderOccupyingDecorations: Playing on the Super Game Boy fills the borders with a cabinet that resembles the original arcade, but with small tweaks to use colorized in-game graphics instead.
40* BossBonanza: The last world, Tower, has a boss fight against Donkey Kong on every stage.
41* 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.
42* CallForward: Mario, Donkey Kong, Junior, and Pauline all end up in the [[VideoGame/SuperMarioBros1 Mushroom Kingdom]]. DK uses a bunch of Super Mushrooms to [[MakeMyMonsterGrow make himself grow]] in the final battle, and Mario takes one for himself in the ending cutscene.
43* 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.
44* CollapsingCeilingBoss: A few battles against Donkey Kong have DK cause debris to rain from the sky, which Mario must dodge as he climbs his way to DK and Pauline.
45* CraniumRide: Used as a key part of many levels.
46* CreepyChangingPainting: The huge head in Donkey Kong's likeness that sits atop the Tower changes from a grumpy frown to a SlasherSmile before the FinalBoss.
47* 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.
48* DeathMountain: "Rocky Valley" is the penultimate world and the one revolving around the final "[[EvilTowerOfOminousness Tower]]".
49* DefeatMeansFriendship: [[spoiler:Judging by the happy photo of them all together shown in the ending, Mario and Pauline make amends with Donkey Kong and Junior after defeating them.]]
50* DisneyVillainDeath:
51** Like the arcade game, Donkey Kong appears to fall to his demise after beating the last of the original four stages, only to get right back up and kidnap Pauline again.
52** This is what happens to Donkey Kong at the end of 9-8 battle, [[spoiler:he lands in a pile of mushrooms that make him giant]]. He falls again after being defeated.
53* TheDragon: Donkey Kong Jr., who is helping his father make off with Pauline.
54* DramaticDisappearingDisplay: The display completely disappears during the final level, allowing a full view of the final showdown.
55* 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, bricks, and washtubs. Like with barrels, doing a handstand will protect you from getting crushed by any of them.
56* EasyLevelTrick: Most levels have at least one shortcut that helps shave off seconds.
57* EndOfAnEra: This would prove to be the last "classic" ''Donkey Kong'' game prior to Creator/{{Rare}} radically revamping his appearance and character later the same year with the release of ''VideoGame/DonkeyKongCountry''. He's been consistently portrayed in his new appearance since the latter game, and is typically the star of his own games rather than an antagonist to Mario, save for some deliberate throwbacks such as the first ''VideoGame/MarioVsDonkeyKong''.
58* EvilTowerOfOminousness: The final world, simply named "Tower". Donkey Kong apparently personally owns it, as it has his face on it.
59* FakeOutOpening: The first four levels make you think the game is just another port of the original arcade game -- but then the arcade version's ending is undone and the game keeps going.
60* FamilyUnfriendlyDeath: Like in the original Donkey Kong, Mario can get killed if he drops from too far high up, though the distance to do so has significantly increased. If you don't swerve and turn it into a roll -- which helps negate the fall damage -- you get the grisly image of Mario ''smashing his head on the ground'' before he enters his classic death pose; [[MoodWhiplash with a comedic jingle just to rub it in]].
61* FinalBoss: [[spoiler:Giant Donkey Kong]].
62* {{Foreshadowing}}:
63** If you pause during the arcade levels, they're labeled as World 0, indicating there's more to the game besides the original levels.
64** You can see the final tower world off in the distance in the jungle levels.
65** A number of cutscenes allude to future gameplay mechanics or give you tips on how to play the game. The cutscene after 9-4 [[spoiler:shows what Mario needs to do to defeat Donkey Kong in 9-8 since the barrels don't stop on their own unless Mario catches them with a handstand]].
66* FragileSpeedster: While Mario is faster, more nimble and resists falls better than he did in the [[VideoGame/DonkeyKong original game]], he's still defenseless against enemies without a hammer to hit them or without any barrel or key to throw on them, and because this game doesn't have any powerups, touching these enemies or failing to dodge one of their projectiles [[OneHitPointWonder steals him a life]].
67* GameplayAndStorySegregation: One cutscene has Mario fall into lava and ''live''. Needless to say, falling into lava in gameplay is lethal. The same goes for Mario surviving falling on his head from a great distance when Donkey Kong steals back Pauline at the end of World 0. If the same happens to you in-game, [[FallDamage you're toast]].
68* GiantHandsOfDoom: How Donkey Kong primarily attacks during the final showdown.
69* GoingThroughTheMotions: It has a few more than a player might expect for this type of game.
70* GrievousHarmWithABody: Among the aforementioned stuff thrown at mooks to kill them is other mooks.
71* 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.
72* ItsAllUpstairsFromHere: You only go up in the Tower.
73* JockDadNerdSon: While Donkey Kong uses his physical strength and barrels to antagonize Mario, Junior manipulates conveyor belts and throws {{Poison Mushroom}}s on strategic places.
74* JungleJapes: The fourth world of the game, the Jungle, also seems to be Donkey Kong's living considering Junior starts to help him from here.
75* LazyArtist: The Poison Mushrooms that shrink Mario and the Super Mushrooms that make DK giant in the final level have the same sprite. Strangely when Pauline gives Mario a Super Mushroom later it has a flashing animation, which raises the question of why they didn't just do that earlier.
76* LikeFatherLikeSon: Although Donkey Kong Jr. isn't as good at antagonizing Mario.
77* LockAndKeyPuzzle: After the initial arcade-based platforming levels in World 0, the rest of the game takes the form of these. Get to the Key and bring it back to the Door [=DK=] and Pauline went through, and there's plenty of tricky platforming and puzzle-solving between you and it.
78* TheLostWoods: The "Forest" stage, which is a dense forest that introduces you to vines you can climb in the style of ''VideoGame/DonkeyKongJunior''. The first [=DK=] encounter there is even [[NostalgiaLevel a remake to that game's first level]].
79* MakeMyMonsterGrow: [[spoiler:The [[FinalBoss Tower boss battle]] has Donkey Kong do this to himself, eating several Super Mushrooms to [[AttackOfTheFiftyFootWhatever turn into a screen-filling giant]] and fight Mario one last time.]]
80* ManOnFire: Touching anything hot -- like fire or lava -- instantly [[AshFace burns Mario to a crisp]].
81* TheManyDeathsOfYou:
82** 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.
83** For example; touching fire or magma immediately causes Mario to burn to a crisp, and if you get too close to Donkey Kong in the levels he appears in, the ape will grab Mario by the head and bash him against the floor several times, before chucking him away like a ragdoll.
84* 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.
85* MetronomicManMashing: Donkey Kong himself does a one-sided version of this to Mario if you're foolish enough to get too close to him in the levels he appears in.
86* NostalgiaLevel: In addition to the first four levels, the game contains stages designed to resemble the levels from ''VideoGame/DonkeyKongJunior'' - [[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. Stage 9-5 is also a full remake of 25m.]]
87* NotTheFallThatKillsYou:
88** Mario can die if he falls far enough - unless you can manage to grab a vine in time.
89** Mario also has a rolling manoeuvre 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 though, he will land on his head and die immediately on impact.
90* OffscreenTeleportation: In the end cutscene, Mario and Pauline somehow make it to the bottom of the tower and have the time to find and use a Super Mushroom before DK falls all the way down.
91* OhCrap:
92** One cutscene in the Jungle has Mario come after Donkey Kong and his son with a hammer. They both briefly freak out before making a quick escape.
93** Donkey Kong Jr. panics when he realizes [[spoiler:Mario has trapped him in 9-4]].
94* OneHitPointWonder: Mario will die from hitting just about anything. However, if he's hit while holding the key, he'll only be stunned and drop the key.
95* PapaWolf: Donkey Kong is understandably displeased when [[spoiler:Mario imprisons his son]].
96* PoisonMushroom: Donkey Kong and son will throw these at Mario to shrink him on rare occasions.
97* PushyMooks: The fittingly-named Sir Shovalot charges at Mario with its shield as soon as it sees him. While they can be useful to get through tight gaps, if they push Mario against a wall, he'll be SquashedFlat and lose a life.
98* 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.
99* RecurringBoss: Donkey Kong is the only boss fought in the entire game, and he has ten boss fights.
100* RuleOfThree:
101** The three bonus items in each level. Collecting all three will allow one to play a bonus game for [[OneUp extra lives]].
102** Donkey Kong takes three hits with barrels to defeat. [[spoiler:Except in the final battle, where it's six hits.]]
103** Every set of levels has three normal levels, punctuated by one boss level.
104* SavePoint: Every four levels.
105* SaveThePrincess: [[ComicallyMissingThePoint Pauline isn't actually a princess]], but still.
106* ScaryScorpions: An uncommon enemy, they don't go out of their way to attack Mario.
107* SchmuckBait: In one of the last levels, you have to swing from one of the ropes to reach Pauline. Many players will make the mistake of fully charging up their swing which will make them land ''right'' into Donkey Kong's hands, making them lose a life.
108* SequenceBreaking: The game has one instance of this in Forest Level 3. You start right next to the exit door with the key to it also in easy access, but a lock closes in front of it, requiring you to go through the whole level to unlock it before grabbing the key and then leaving. Thing is, there's ''also'' one of the summon-able ladders right next to you as well. You're supposed to use it to start on the path up through the level towards the unlock switch... but you start so close to it that you can just as well place it in the path of the lock before it closes, keeping it from closing for a few seconds while you grab the key, scoot on through, and end a three-minute level in three seconds.
109* ShiftingSandLand: The "Desert".
110* SlippySlideyIceWorld: The appropriately named "Iceberg".
111* 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 flattened by [[spoiler:Giant Donkey Kong's fists]].
112* StalactiteSpite: Icicles that only fall when Mario passes under them.
113* 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.
114* SternChase: Lots of damage is taken by both parties, the obstacles are many and the locations get more ridiculous as it goes on.
115* 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.
116* TechDemoGame: It was the first game to support special functionality for the Platform/SuperGameBoy, and it goes all out with it. Not only does it include the usual custom border, it also features dynamic color palettes that avert the usual ColorWash problem the add on was known for (the palettes tend to have four distinct colors instead of just four shades of the same color), Pauline's cries for help are played through the SNES instead of the Game Boy so they come in much clearer, and the world maps are all individually colored with more than four colors using the tricks the system was capable of.
117* ThisIsGonnaSuck:
118** The ominous music for Iceberg invokes this... more than fitting for the point when [[HarderThanHard the game takes off the gloves]].
119** To say nothing of the [[https://www.youtube.com/watch?v=I6MRa_FporU Time Up theme.]] OhCrap doesn't BEGIN to describe it.
120* ThrowABarrelAtIt: Donkey Kong uses this even more and Mario does too.
121* WallCrawl: Many enemies can do this. Occasionally you need to [[CraniumRide stand on top of them]] to get where you need to go.
122* YourPrincessIsInAnotherCastle:
123** 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 [[WhamShot the arcade ending is subverted]]. Then [[UnexpectedGameplayChange everything changes.]]
124** Yet another one after Stage 9-8. [[spoiler:Wait, Stage 9-9? Oh dear...]]

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