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Donkey Kong Country #21 - Kongo Jungle

Kongo Jungle - Walkthrough

Donkey Kong Country #21

Kongo Jungle

Jungle Hijinxs is the very first level which kicked off the history of the Donkey Kong Country series. It is featured in the very first world, Kongo Jungle, as the very first level of Donkey Kong Country for the Super Nintendo Entertainment System. It appears again in Donkey Kong Country Returns as the first level of the game too.

Among the simple bliss and easy lives that the Jungle Hijinxs provides for Donkey Kong Country fans young and old, it stands to remain one of the most memorable levels in video gaming history.

Environments

This world has: Jungle Environments, Sea Environments, and Cave Environments. Just like every other world, it also has Cranky's Cabin, Funky's Flights, and Candy's Save Point. They are helpers that can give you knowledge, or allow you to travel throughout different places in the world.

1. Jungle Hijinxs, Kongo Jungle

Donkey Kong Country Kongo Jungle - 1. Jungle Hijinxs Map.

Jungle Hijinxs (バナナジャングル, Banana Janguru in Japan) is the first stage of the world Kongo Jungle of the Donkey Kong Island, as well as the very first stage in the game Donkey Kong Country where most of the gameplay mechanics in the game are introduced, such as moving, jumping, running, rolling, collecting items, picking and throwing barrels, and summoning secondary characters from DK Barrels. At the beginning of it, if the player goes back into Donkey and Diddy Kong's Treehouse above, they can earn an Extra Life Balloon, which grants the player an extra try after being defeated.

Jumping from tree to tree from the very beginning of the stage, the player can earn two red Extra Life Balloons and a green one. The Animal Buddy Rambi the Rhinoceros can be found inside an Animal Crate during the second half of the location. His horn attack makes him capable of moving through groups of enemies easily and opening secret entrances on walls to Bonus Rooms. In the Super Family Computer/Super Nintendo Entertainment System version of the game, as the player approaches the end of the stage, the sun will set in the foreground, changing from day to dusk. Common enemies here are Gnawties, regular Kritters and Klumps.

If the player starts a new game and enters the cave below Donkey and Diddy Kong's Treehouse, the banana hoard will be gone. But after the player clears the game, reloads the same save file and revisits the same location, they will then see the banana hoard in its rightful place.

Overview

As this stage is the very first in the game, it is made to be the simplest. It has the jungle theme like Ropey Rampage, Barrel Cannon Canyon and Orang-utan Gang, which are found later in DKC. This stage contains minor threats, along with the simplest of enemies to defeat. The Banana Hoard and Treehouse are located here, with the treehouse containing an Extra Life Balloon. This stage takes place in the daytime, and upon reaching the end of it, it turns into nighttime. This only happens in the Super Family Computer/Super Nintendo Entertainment System version of DKC.

There are six Kritters, five Gnawties, one Necky, and three Klumps who appear in the stage. Rambi also aids Donkey and Diddy Kong throughout the final parts of the stage.

Walkthrough

When the stage starts, Donkey blasts out of his treehouse and onto the ground. He can find three bananas and a lone Gnawty. Donkey can hop onto the steps to his treehouse to go along and collect Extra Life Balloons or continue on land, grab Diddy from the DK Barrel and pass two Kritters on higher elevations of land and nab the Letter "K." Then, the two primates encounter two Klumps whom they must attack/avoid until reaching the Star Barrel and gaining the Letter "O" which is exactly next to the barrel

Next, the two primates will pass a DK Barrel and then a nut-throwing Necky on a high elevation of land. They can even get a Expresso Animal Token directly underneath Necky. The two must continue passing along until reaching an Animal Crate where Rambi is trapped in. They can free/turn into Rambi, depending on the version and continue. Next, Rambi and the primates encounter three Gnawties and the Letter "N." Then, Rambi and the monkeys have a choice to make when coming near the high elevation; they can either go upwards on the high elevation with two Kritters on it or through the hidden bonus area behind a wall. Either way, the monkeys and Rambi are led to the Letter "G." Then, they can either break another blockage in an elevated ground as a bonus and then move forward, destroy a lone Klump, jump over two abysses ad then end the stage.

Bonus Rooms

The first Bonus Room is found right after the Letter "N." It is behind a wall that Donkey and Diddy must use Rambi for to break through it. In this room, the primates and Rambi are found inside of a cave containing many bananas and a single Extra Life Balloon that will fly away soon after it appears on the screen.

The second Bonus Room is found on the ground stage underneath the Letter "G." Again, Rambi is needed to break the wall in the small ledge found next to where the Letter "G" is, but on a lower elevation. In this room, DK and Diddy must match up three Animal Tokens to win the Animal Token. If they don't win, leave the Bonus Room empty handed.

Animal Buddies

Rambi the Rhinoceros can be found shortly following the perched Necky throwing nuts and the Expresso Token. To ride him, break his crate with either a Barrel, a hand slap from Donkey, or by jumping.

K-O-N-G Letters
  • The "K" can be found on the platform with the first Kritter.
  • The "O" is floating immediately after the Star Barrel.
  • The "N" is to the right of Rambi's Animal Crate, shortly after a group of three Gnawties.
  • The "G" is above the treetops, after a group of three Kritters walking down some stairs. It can be obtained by either reaching the treetops by climbing the stairs, or simply by exiting the first Bonus Room, as the exit point leads to these treetops.
Extra Life Balloons

The first Red Balloon is inside DK's and Diddy's Treehouse. Bounce on the half-buried tire to reach it.

The second Red Balloon can be obtained using Diddy to jump to the treetops shortly after the Letter "K." Then, jump to the next treetop before this Balloon flies away.

The third Red Balloon can be found after collecting Red Balloon #2. Cartwheel and jump over the large tree gap to reach the next tree, and collect this Balloon before it flies away.

The fourth Red Balloon is at the end of the first Bonus Room. Jump to collect it before it flies away.

After collecting te third Red Balloon, cartwheel and jump as far as possible to reach another treetop with this Green Balloon. Catch it before it flies away.

The two Blue Balloons are located off-screen at the stage's exit. With Rambi, jump atop the stage's exit mountain, then trot to the right as far as possible. Jump as high as possible, and at the apex of the jump, dismount Rambi to reach an invisible tire. Bounce high on the tire to access an autofire barrel cannon that will launch the Kongs into both Blue Balloons.

2. Ropey Rampage, Kongo Jungle

Donkey Kong Country Kongo Jungle - 2. Ropey Rampage Map.

The second stage of this world takes place at night, continuing the day following the previous stage. There is also a storm in the Super Family Computer/Super Nintendo Entertainment System and Game Boy Advance versions of the game. The stage introduces vertical and swinging ropes which allow the Kongs to climb upwards and move over wide pits, respectively, by just jumping towards them in order to grab on them. Armies, armadillo enemies which curl up into balls and pursue the primates, debut here. There are also Zingers, bee enemies, usually seen flying above pits of the location. Their resistance against physical attacks forces the primates to avoid any direct contact with them. Regular Kritters are also enemies found inside the stage.

Overview

Ropey Rampage takes place in the Kongo Jungle at night during a tropical thunderstorm (just nighttime in the Game Boy Color version or a rainstorm in the Game Boy Advance version). Many of the obstacles in this stage include Kritters, wide gaps, ropes, and barrel cannons. The platforms consist of ground, venturing on trees and occasionally blasting inside of barrel cannons.

Once the player gets near the end of the stage, the thunderstorm ceases and the sun begins to rise; the opposite of what happens at the end of Jungle Hijinxs, where it is daytime and then it turns to night-time. The Game Boy Color and Game Boy Advance versions still have their conditions on night-time and rainstorm. This stage also introduces swinging ropes, Armys and Zingers. Aside from the stage layout, the stage has nine Armys and Kritters along with five Zingers.

Walkthrough

When Donkey and Diddy enter this stage, they are greeted with the first appearances of an Army and a TNT Barrel. They can use the TNT Barrel to take out one of the Armys. Above them is a Kritter and the Letter "K," and to the right is a rope they can climb to reach the treetops. Past these treetops are three Kritters with a DK Barrel on a high ledge above them. Following the Kritters is the first swinging rope the Kongs can latch onto and swing. To the left of this rope and on a treetop is the first Rambi token in the game. If the Kongs continue forward, they find another Army and another swingable rope. This rope leads them to more treetops with Kritters and the Letter "O." Under the treetops immediately after the Letter "O" is an autofire barrel cannon that blasts the Kongs into the first Bonus Stage. After the Kritters is another swingable rope that swings the Kongs onto the ground, where the Star Barrel and another TNT Barrel can be found.

Following the Star Barrel are many enemies, including Kritters and Armys. Two Armys await the Kongs if they lose hold of the two swingable ropes after the Star Barrel. After these ropes is another Army, high on a ledge, with a DK Barrel on the ground below it. A Kritter can be seen immediately before another bottomless pit with a swingable rope. The Kongs must swing from this rope, onto a Kritter walking on a treetop, and onto another swinging rope to collect the second Letter "N." A Zinger guards the jump from a singing rope to the ground after the Letter "N." If the Kongs jump far enough past the Zinger, they will release a pushable tire from its item cache, which they can then use to bounce high and land on another item cache containing a Winky token. The remainder of the stage consists of three more swingable ropes with Zingers momentarily blocking the path to each of them. Once on the ground again, the Kongs can access the second Bonus Stage by jumping into an autofire barrel cannon immediately before the arrow sign, above a bottomless pit. The Letter "G" is atop a tree, right above the exit sign.

K-O-N-G Letters
  • The "K" can be found near the top of a high platform at the start of a stage, next to a Kritter.
  • The "O" is above a pair of trees after swinging from the second rope in the stage.
  • Two "N"s are found in this stage. The first one is located at the end of the first Bonus Stage. The second one can be found in between two swinging ropes before a lone Kritter.
  • The "G" is on the treetops, above to the exit sign.
Bonus Stages

The first Bonus Stage can be found immediately after the "O." To reach this Bonus Stage, the Kongs must jump off the treetops into an autofire barrel cannon that is slightly below the screen, and in between the treetops after the "O." The barrel cannon then shoots through a wall and into the Bonus Stage. This Bonus Stage has Donkey and Diddy climbing and swinging from rope to rope, collecting bananas. The "N" is at the Bonus Stage's exit.

The second Bonus Stage can be accessed by jumping into an autofire barrel cannon that is covering a bottomless pit shortly before the Stage's exit. This Bonus Stage contains a red Extra Life Balloon that jumps between four barrels. The primates must carefully watch where the balloon goes until it stops and disappears in a quick motion. To receive the extra life, they must choose the barrel where the balloon last appeared. If they choose the incorrect barrel, they leave the Bonus Stage without the extra life.

Extra Life Balloons

The first Red Balloon is inside DK's and Diddy's Treehouse. Bounce on the half-buried tire to reach it.

The second Red Balloon can be obtained using Diddy to jump to the treetops shortly after the "K." Then, jump to the next treetop before this Balloon flies away.

The third Red Balloon can be found after collecting Red Balloon #2. Cartwheel and jump over the large tree gap to reach the next tree, and collect this Balloon before it flies away.

The fourth Red Balloon is at the end of the first Bonus Room. Jump to collect it before it flies away.

After collecting te third Red Balloon, cartwheel and jump as far as possible to reach another treetop with this Green Balloon. Catch it before it flies away.

The two Blue Balloons are located off-screen at the stage's exit. With Rambi, jump atop the stage's exit mountain, then trot to the right as far as possible. Jump as high as possible, and at the apex of the jump, dismount Rambi to reach an invisible tire. Bounce high on the tire to access an autofire barrel cannon that will launch the Kongs into both Blue Balloons.

3. Reptile Rumble, Kongo Jungle

Donkey Kong Country Kongo Jungle - 3. Reptile Rumble Map.

This is the third stage of Kongo Jungle. It is also the very first cave stage in the game. Slippas, snake enemies, make their first appearances in the area. Many alcoves are seen throughout it, with the presence of tires used as bouncing platforms by timing jumps on them in order to the heroes reach high places. Variants of Kritters capable of leaping first appear in this stage. Some Zingers are also present here, flying around collectables and tires, and above pits.

Overview

Reptile Rumble is a cave stage that starts out flat but as the Kongs progress, they must navigate several pits and varied terrain. Tires are common in this stage, needed to get to higher areas, but often an enemy will be nearby. Kritters often guard the upper or lower end of the sloped areas, Zingers usually lurk around tire areas, and Slippas guard the ground stage.

It is the first cave stage, and introduces Slippas, the Tires and bouncing Kritters. There are seven Slippas, thirteen Kritters and four Zingers.

Walkthrough

This stage starts out with a wooden barrel and a Slippa. Use the barrel to defeat the Slippa. Then, use the DK Barrel to defeat one of the incoming jumping Kritters; jump on the other one. Once they are both defeated, pick up the other wooden barrel and throw it against the wall under the Letter "K" to access the first Bonus Stage. Quickly crawl under the cave ceiling and jump onto the ledge to collect the red Extra Life Balloon before it flies away. Next, exit the Bonus Stage and continue on until the half-buried tire and the DK Barrel on the ledge above. Use the tire to jump to the ledge, and then jump to the ledge's left to find the second Bonus Stage. In this Bonus Stage, simply jump into the autofire barrel cannons, and they will shoot the Kongs into many bananas. After the Bonus Stage, continue forward, defeating the blue jumping Kritters by jumping on them with the half-buried tires. Once the Letter "O" is in sight, be careful not to touch the nearby patrolling yellow Zingers. The Star Barrel is shortly after the Letter "O."

The Letter "N" is also shortly after the Star Barrel. After collecting this K-O-N-G Letter, instead of jumping onto the nearby ledge with a wooden barrel and a DK Barrel on it, continue onward into the small pit with two Slippas. Defeat them, then jump back up to the ledge, pick up either barrel, and use it to break a hole in the wall on the right-hand side of the Slippa pit. This is the third Bonus Stage. Here, jump high on the pushable tire to collect bananas. If the Kongs fall off the pushable tire, go left to jump back up and try again. Following the Bonus Stage, jump over the yellow Zinger by bouncing on the tire. Then, crawl under the shallow ceiling to find two jumping Kritters and an Enguarde token. Jump on the Kritters to reach the token. Next, defeat the four Slippas, and jump onto the staircase of half-buried tires. Collect the Letter "G," but be careful not to get hit by the jumping Kritters.

Bonus Stages

The first Bonus Stage is accessed by breaking the wall below the Letter "K" with a barrel. In this Bonus Stage, the two Kongs must quickly crawl and jump through a short obstacle course containing bananas and a red Extra Life Balloon that will fly away if they are too slow.

The second Bonus Stage can be found via an autofire barrel cannon in midair to the left of the second DK Barrel. To reach the autofire barrel cannon, the Kongs must jump on an elevated piece of land with a half-buried tire. In this Bonus Stage, the monkeys must jump into an autofire barrel cannon that will shoot them from one barrel to the next while collecting bananas.

The third Bonus Stage can be found after collecting the Letter "N." It is accessed via a hole in the wall to the right of the two Slippas. The Kongs must bring either the DK Barrel or the wooden barrel on the elevated land nearby over to the pit with the Slippas and break the wall to the right with either barrel. It is advised to first defeat the Slippas before using either barrel to break the wall. In this Bonus Stage, they must bounce on a pushable tire lying on a moving platform to collect bananas. If they fall off the moving platform, there is a half-buried tire to the left they can use to jump back up and try again.

K-O-N-G Letters
  • The "K" can be found after the first two Kritters and before the first Bonus Stage.
  • The "O" is being guarded by two Zingers shortly before the Star Barrel.
  • The "N" is immediately after the Star Barrel. It is being guarded by a single Zinger.
  • The "G" is shortly before the exit sign, above many half-buried tires forming a staircase and two jumping Kritters.
Extra Life Balloons

The only red balloon is on a ledge in the middle of the first Bonus Stage. It flies away if not collected within a few seconds.

4. Coral Capers, Kongo Jungle

Donkey Kong Country Kongo Jungle - 4. Coral Capers Map.

It is the fourth stage of the current world and the first of few underwater stages in the game. It is located inside coral caves, containing some hidden alcoves accessible through invisible passages. The swimming mechanic is introduced here, with the Kongs requiring no air, and moving by the player tapping the "Jump" button constantly, alongside using directional buttons. Generic fish-like enemies, such as Bitesizes, debut here, including shark-like ones, such as Chomps and Chomps Jr. Most of the aquatic enemies cannot be harmed unless the player has found one of two Animal Crates containing Enguarde the Swordfish. Appearing here first in the game, this swordfish allows the primates to stay still in the water and move at any direction by using directional buttons. The same Animal Buddy can also use his bill to bash regular enemies away. Croctopuses, invincible octopus enemies, are also present in the stage. They will spin and move around their coral courses in counter-clockwise direction soon after noticing the heroes approaching.

Overview

This stage is the first underwater stage. It also features Enguarde, who helps out Donkey and Diddy throughout the stage. All of the aquatic enemies aside from Squidges are featured in this stage as well. Throughout the stage, hidden areas are plenty, often housing a large amount of bananas or Animal Tokens. These hidden areas are found by swimming through fake parts of the coral walls. There are twelve Bitesizes, four Croctopi, two Chomps, two Chomps Jr. and a lone Clambo, all of whom are introduced in this stage.

Walkthrough

Coral Capers begins with a couple Bitsizes swimming toward the Kongs. Simply swim around them to avoid them. Keep swimming up in the long, vertical section after the Bitsizes to find the Letter "K." After collecting it, continue to find the first Croctopus. As it begins to spin and swim, swim behind it until a single banana can be seen at the bottom of its path. This is the first secret area. Collect the banana and swim downwards to find many, many bananas and a single banana bunch. Once they are collected, swim back up and continue forward, being careful to avoid the Croctopus, which is constantly probing the area. Next, swim down under the arrow of bananas to find Enguarde. Swim up with him to reach the second Croctopus. As soon as the Croctopus spins up and swims, go right and up to find a red Extra Life Balloon. Quickly collect it, then swim down, avoiding the approaching Croctopus. Swim to the left-hand corner to escape the incoming Croctopus and find another DK Barrel. Continue forward, using Enguarde to bash the Bitsizes away. The Star Barrel can be seen now.

Above the Star Barrel are a couple collectibles, including the Letter "O"; be careful of the Chomps Jr., however. If Enguarde gets hit, he will quickly swim away, and the Kongs will have to chase him to ride him again. Follow the arrow of bananas downwards to find another Croctopus. If the Kongs lost Enguarde, they can find him again at the bottom right-hand corner of the Croctopus's path. Continue left to escape the Croctopus. After another Chomps Jr., swim up to find two Chomps. As they swim back and forth, swim to their right to find another secret area containing some bananas and an Expresso token. Swim left to exit the secret area, but be weary of one of the Chomps stil swimming back and forth. Next, swim up, similar to the Letter "K," to find the Letter "N." Swim back down and right once it is collected. The next area contains many Bitsizes swimming toward the Kongs. With Enguarde, it is easy to bash them away with his sword-like bill. After the Bitsizes, there is a Clambo releasing pearls to the northwest and northeast directions. Dodge them to continue. As the stage nears its end, one final Croctopus swims in a "figure-8" pattern around the Letter "G." Snag the "G," being watchful of the Croctopus's swim pattern.

Animal Buddies

Enguarde's first appearance is after the first Croctopus, and is indicated by the strip of bananas shaped like a downwards arrow.

Enguarde's second appearance is shortly after the Star Barrel. He is at the bottom-right of the square-shaped area below.

K-O-N-G Letters
  • The "K" is shortly after the Bitesizes at the beginning of the stage. Keep swimming up in the long, vertical section to find it.
  • The "O is being guarded by a Chomps Jr. above the Star Barrel.
  • The "N" is after the two Chomps. Similar to finding the "K," keep swimming up in the vertical section to find it.
  • The "G" is close to the end of the stage. It is guarded by a Croctopus swimming in a figure-8 around some coral. It is in the middle of the figure-8.
Extra Life Balloons

The red Extra Life Balloon can be found after Enguarde's first appearance. After finding Enguarde, swim up to a square-shaped area with a Croctopus. Instead of swimming left to avoid the Croctopus, swim right and up to find the balloon, but be quick to avoid the incoming Croctopus.

5. Barrel Cannon Canyon, Kongo Jungle

Donkey Kong Country Kongo Jungle - 5. Barrel Cannon Canyon Map.

The fifth and final regular stage of Kongo Jungle is considered the hardest one of the area. It is quite long, and, as the name suggests, there are several Barrel Cannons that the Kongs must use to advance farther into the stage. Except for Autofire Barrels, when the primates are inside moving Barrel Cannons, good timing is required to activate them in order to avoid fall into pits or collisions against Zingers on the way. Regular and leaping variants of Kritters are also seen here.

Overview

As Barrel Cannon Canyon is the final stage in Kongo Jungle, it can be considered the hardest in the area. The stage is quite long, and as the name suggests, there are several Barrel Cannons located throughout the stage.

If the Kongs jump up on the entrance cave for the stage and walk to the top, they can find a secret Auto-Fire Barrel, skipping a large portion of the stage. There are several other hidden Auto-Fire Barrels later in the stage which will skip other parts of the stage.

In this stage, there are twenty eight Kritters and seven Zingers. This stage introduces a third type of Kritter that stays in one place, hops twice, then jumps, and repeats.

Walkthrough

Coral Capers begins with a couple Bitsizes swimming toward the Kongs. Simply swim around them to avoid them. Keep swimming up in the long, vertical section after the Bitsizes to find the Letter "K." After collecting it, continue to find the first Croctopus. As it begins to spin and swim, swim behind it until a single banana can be seen at the bottom of its path. This is the first secret area. Collect the banana and swim downwards to find many, many bananas and a single banana bunch. Once they are collected, swim back up and continue forward, being careful to avoid the Croctopus, which is constantly probing the area. Next, swim down under the arrow of bananas to find Enguarde. Swim up with him to reach the second Croctopus. As soon as the Croctopus spins up and swims, go right and up to find a red Extra Life Balloon. Quickly collect it, then swim down, avoiding the approaching Croctopus. Swim to the left-hand corner to escape the incoming Croctopus and find another DK Barrel. Continue forward, using Enguarde to bash the Bitsizes away. The Star Barrel can be seen now.

Above the Star Barrel are a couple collectibles, including the Letter "O"; be careful of the Chomps Jr., however. If Enguarde gets hit, he will quickly swim away, and the Kongs will have to chase him to ride him again. Follow the arrow of bananas downwards to find another Croctopus. If the Kongs lost Enguarde, they can find him again at the bottom right-hand corner of the Croctopus's path. Continue left to escape the Croctopus. After another Chomps Jr., swim up to find two Chomps. As they swim back and forth, swim to their right to find another secret area containing some bananas and an Expresso token. Swim left to exit the secret area, but be weary of one of the Chomps stil swimming back and forth. Next, swim up, similar to the Letter "K," to find the Letter "N." Swim back down and right once it is collected. The next area contains many Bitsizes swimming toward the Kongs. With Enguarde, it is easy to bash them away with his sword-like bill. After the Bitsizes, there is a Clambo releasing pearls to the northwest and northeast directions. Dodge them to continue. As the stage nears its end, one final Croctopus swims in a "figure-8" pattern around the Letter "G." Snag the "G," being watchful of the Croctopus's swim pattern.

Bonus Stages

The first Bonus Stage can be found after claiming the Letter "O," and a little before the Star Barrel. After the Letter "O," instead of shooting to the right into another autofire barrel cannon, shoot into the wall to bust through and access the Bonus Stage. Here, the monkeys blast through barrel cannons that fire to the right while collecting an Extra Life Balloon, bananas and an Expresso token, until reaching the end.

The second Bonus Stage is right after the Star Barrel. It is advised to first defeat all of the jumping brown Kritters before accessing this Bonus Stage to avoid breaking the TNT Barrel by defeating a Kritter. Once they are defeated, pick up the TNT Barrel and jump to the left to reach the taller ledge. The Bonus Stage is below this ledge; use the TNT Barrel to break the wall to access it. Here, the monkeys are in a moving barrel moving left and right. The monkeys can find bananas, an Extra Life Balloon and an Animal token of Enguarde. Once done collecting, the two can exit the area by missing the barrel cannon and falling down a bottomless pit.

The third Bonus Stage can be found after collecting the Letter "N." It is accessed via a hole in the wall to the right of the two Slippas. The Kongs must bring either the DK Barrel or the wooden barrel on the elevated land nearby over to the pit with the Slippas and break the wall to the right with either barrel. It is advised to first defeat the Slippas before using either barrel to break the wall. In this Bonus Stage, they must bounce on a pushable tire lying on a moving platform to collect bananas. If they fall off the moving platform, there is a half-buried tire to the left they can use to jump back up and try again.

K-O-N-G Letters
  • The "K" is high up in the air above the first barrel cannon. Fire upwards to collect it.
  • There are two "O"s in the stage. The first one can be found in the path of the autofire barrel cannons forming a shortcut after the Rambi token. The second one is in the non-shortcut path of the stage, shortly before the Star Barrel, in plain sight.
  • There are also two "N"s in this stage. The first one is in an item cache, following the two jumping brown Kritters around a single barrel cannon. Jump into the barrel cannon, and fire up to the autofire barrel cannon. It will shoot the Kongs right on top of the item cache, releasing the "N." The second one is in the shortcut part of the stage. Instead of firing up to the autofire barrel cannon from the barrel cannon surrounded by jumping Kritters, fire up into the air, then jump on the Kritter to the left to reach the treetops. Then, jump up to reach another autofire barrel cannon, which will fire the Kongs right into the second "N."
  • The "G" can be found on the two treetops located next to the exit.

6. Very Gnawty, Kongo Jungle

Taking place on an arena next to hoards of bananas, this is the first boss stage of the game. Very Gnawty, a large beaver boss, is faced here by Donkey and Diddy Kong. He sports green fur in the Super Family Computer/Super Nintendo Entertainment System and Game Boy Color versions of the game, and brown fur in the Game Boy Advance version. Very Gnawty moves around by jumping but he usually does not pursue the heroes. The Kongs must harm him by bouncing on his head. After receiving each hit, the boss will stop, stare at the screen, laugh briefly and jump towards the primates. However, in the GBA version, before stopping, he will also execute a large jump towards the heroes, usually moving over them. Very Gnawty is invincible against attacks during these sequences. More hits the boss receives, he will leap around the arena faster and higher. Very Gnawty will be defeated are taking a total of five hits, and the Kongs will earn a Giant Banana.

After that, the next world, Monkey Mines, will become accessible on the overworld map of the Donkey Kong Island.

Very Gnawty's Lair stage

Being the very first boss in the game, Very Gnawty does not pose that much of a threat. When the battle starts, the Kongs will automatically break open a DK Barrel, summoning a secondary character if he is missing.

Very Gnawty will then approach the primates with small hops. To harm the boss, the player must simply jump on his head. After each successful attack, Very Gnawty will open his mouth surprise, look towards the screen and laugh. During this move and the next jump, the boss will be temporarily invincible against any attacks. As the boss battle goes on, Very Gnawty will jump farther and faster, increasing the difficulty of it. After receiving five hits, the boss will be defeated.

Very Gnawty will fall on the ground, and the heroes will receive a Giant Banana and celebrate their victory. After that, the world Monkey Mines will become accessible in the overworld map of the Donkey Kong Island.

Worlds