Donkey Kong Land III
|Donkey Kong Land III|
|Platforms||Game Boy, Game Boy Color, Nintendo 3DS|
|Release date:||Game Boy|
October 1, 1997
October 30, 1997
Game Boy Color
January 28, 2000
May 7, 2014
October 30, 2014
October 31, 2014
February 26, 2015
Donkey Kong Land III, also known as Donkey Kong Land 3, is the third and crowning entry of the Donkey Kong Land series. This game is a successor to Donkey Kong Country 3, sharing a similar setting and characters, starring Dixie Kong and Kiddy Kong. Though based off of DKC3, it is not a remake or retelling of it; DKL3 features six worlds, including a Lost World, new levels and layouts, in addition to a reduced character cast. Like the other games in the Donkey Kong Land series, it was packaged in a yellow cartridge.
Donkey Kong Land III had a remake exclusive to Japan for the Game Boy Color in 2000, with a clear cartridge (the standard color for GBC-exclusive games) and retitled Donkey Kong GB: Dinky Kong & Dixie Kong. For unknown reasons, it was not released outside of Japan.
Like the previous two games in the Donkey Kong Land series, this game received a release for Japan's Nintendo 3DS Virtual Console on May 7, 2014. It was later released in Europe and Australia in October 2014 and America in February 2015.
- 1 Story
- 2 Game Overview
- 3 Characters
- 4 Worlds and levels
- 5 Changes between Game Boy version and Game Boy Color version
- 6 Cheats
- 7 Gallery
- 8 Trivia
- 9 References
Proceeding the events of Donkey Kong Country 3, the Northern Kremisphere is at peace once again. A contest is held there challenging those who participate to find the Lost World. The Kong Family is informed of the contest, and Donkey Kong and Diddy Kong eagerly go to explore in hopes to win. Dixie Kong and Kiddy Kong set out as well to not be upstaged. Baron K. Rool is also informed of the contest, and having survived his defeat in DKC3, sends his minions out to discover the Lost World. Dixie and Kiddy will adventure throughout new areas of the Northern Kremisphere, exploring Cape Codswallop, Primate Plains, Blackforest Plateau, the Great Ape Lakes, and finally, Tin Can Valley. In each level, they will fight The Baron's minions, and at the end of each world, they will confront the area's boss. Most of the bosses from DKC3 return; the bosses Belcha and Squirt do not make an appearance at all.
Dixie and Kiddy will confront The Baron at the end of Tin Can Valley, and upon defeating him, he will retreat to the Lost World. In order to access the Lost World, the Kongs must amass all of the DK Coins and Stopwatches in the Northern Kremisphere. DK Coins are found within each level, and Stop Watches are obtained by finishing Bear's Memory mini-game in each world. In order to access the mini-game, the heroes need a certain amount of Bonus Coins, which are won from Bonus Levels within each level. Upon collecting everything, the heroes may enter the Lost World. Within the lost world, the Kongs must collect all the DK Coins and the final stop watch to have a final showdown with The Baron. Emerging victorious from the battle will crown Dixie and Kiddy as the victors of the contest. The Baron will then concede the remaining six Stop Watches and allow the Kongs to try out the Time Attack mode.
Donkey Kong Land III continues the classic mid-90's style Donkey Kong Country gameplay; The player can control two different characters, Dixie and Kiddy Kong. They must make it to the end of each level in one piece to advance. Along the way several minions of K. Rool and other obstacles hinder the two. Items, including Bananas and Bear Coins, are also scattered throughout levels. Luckily, Dixie and Kiddy retain most of their abilities from Country 3. Dixie can use her ponytail as a whip or spin in it a helicopter-like fashion to slow her fall. Kiddy is a heavyweight, allowing him to hurt certain enemies Dixie can't (i.e. Krumple). However they both lost the ability to pick each other up and throw each other due to the limitations of the Game Boy; The Team-Up ability was removed. When exploring levels, the pair must avoid enemies and use their attributes to safely move on. In levels they can come across bonus rooms and items essential to finish the game. Also within each world is a Sheepy Shop run by Bear. If Dixie and Kiddy have enough Bonus Coins, Bear will allow them to play Memory, a memorization based mini-game. If they win at the game, they get a Stop Watch, which are required to fully finish the game.
Certain levels allow the usage of Animal Buddy companions. The Kongs can transform into these animals by using Animal Barrels. There are a variety of buddies in the game, and they can help progress through the levels they're featured in. Enguarde the Swordfish returns from the previous games, being an adept swimmer, and can use his bill stab attack to defeat aquatic adversaries. Enguarde lost the ability to do a charge stab, but is no longer needed because there are no bonus rooms found by breaking open a wall underwater. Ellie the Elephant returns from Donkey Kong Country 3, and can now use her water spray attack without having to acquire more water. She also no longer has a Sneek phobia. Squawks the Parrot is playable, unchanged from DKL2 and DKC3; He can freely fly around and use a nut-spitting attack to defeat enemies encountered, including Buzz enemies. Lastly, Squitter the Spider is the fourth playable animal buddy. He can use a web spit attack and create web platforms to get over abysses, or gain height.
Donkey Kong Land III features six worlds, six levels in each, and at the end a boss is fought to unlock the next world. Upon getting every DK Coin, Stopwatch, and Bonus Coin, the game is only considered 97% complete; A full 103% completion is possible by beating all of the high scores in the Time Attack mode.
Dixie and Kiddy can come across a variety of items and collectibles to aid them in their journey.
- Bananas are the basic collectible fruits of the game found in every level. Bananas are typically found spinning, in air, and usually signal going the right way. In certain parts of the game, discreetly placed bananas in levels hint at a hidden area. An extra life is gained per 100 bananas accumulated.
- A Banana Bunch is worth ten regular bananas when collected. Uncommon and often in hard-to-reach areas.
- Bear Coins are the currency of the game, similar in vein to the Banana Coins of Donkey Kong Land 2. They are needed to pay Bear.
- Bonus Coins are another type of collectible coin, found by completing a Bonus Level.
- DK Coins return from DKC3; Koins guard them with their lives and use the coin as an effective shield. Defeating Koin with the Steel Barrel rewards the Coin. They are found in each regular level (36 in total); however Koin is not found in water levels, so instead DK Coins are found in secret locations when underwater.
- Extra Life Balloons are floating balloons that grant one extra life when grabbed. Quite hard to find in most cases. Oddly, the balloons are in the shape of Diddy Kong as opposed to Dixie.
- K-O-N-G Letters are shining gold letters spelling out "KONG". The set of four are found in each regular level in order from "K" to "G". Gathering all of them yields a free extra life.
Barrels are common in levels are serve a large amount of different purposes. Finding one is a good sign in most cases.
- Animal Barrels transform Dixie/Kiddy into whatever animal is on the barrel. They will be that animal until passing a No Animal Sign. Getting into an Animal Barrel also acts like a DK Barrel, bringing back a defeated Kong.
- Barrel Cannons are barrels that, when entered, will launch the Kongs in a direction. Some barrel cannons can be controlled and fired manually, referred to as Rotatable Barrels. Other barrels that just automatically fire a Kong when entered are referred to as Auto-Fire Barrels.
- Booster Barrels are a type of barrel cannon. When entered, they will go a certain distance upward, and then launch the heroes out of it. These barrels are not particularly common, and are usually abundant in levels they are featured in, such as the level Rocketeer Rally.
- DK Barrels are levitating barrels recognized with the "DK" logo on them. When broken, the barrels make a Kong playable again if injured previously.
- Ghost Barrels are a type of Auto-Fire Barrel that randomly appear and disappear, per being a "ghost". They appear in every Cave level.
- Steel Kegs are similar in function to wooden barrels, though notably have a steel outside, and can be ricocheted off walls. The primary weapon of choice to defeat Koin.
- Tracker Barrels are a type of barrel cannon that will launch the heroes upward automatically upon entering, and if the Kongs move left or right, the tracker barrel will follow them. These are used to traverse gaps.
- Warp Barrels are barrels that will teleport Dixie and Kiddy to the end section of a level. Warp Barrels are usually trickily hidden in obscure areas near the beginning of certain levels.
- Wooden Barrels can be picked up and used as a weapon, to be thrown at enemies.
- Dixie Kong is Diddy Kong's girlfriend and teams up with her cousin Kiddy to find the lost world before Diddy and his buddy Donkey Kong can. She uses her ponytail to helps her pick up objects, whip enemies, and slow her descent.
- Kiddy Kong is Dixie's cousin and sidekick in the adventure to find the Lost World. His bulkiness make him less agile, but his strength can be used to overcome tougher baddies.
- Wrinkly Kong reclaims her previous role from Donkey Kong Country 3; she runs an area in each world to save the player's progress, in this game being Wrinkly Refuge. She is still seen playing her Nintendo 64.
A lone Bear of the Brothers Bear family is present in the game.
- Ellie the Elephant is an elephant who can use her trunk to squirt water as a projectile. Ellie has an infinite water supply unlike DKC3 where she needed to absorb some water first. Also altered from Country 3 is the fact that she no longer has a mice phobia and can't use her trunk like a vacuum to bring barrels closer to her.
- Enguarde the Swordfish is a fish who helps to stab aquatic enemies with his bill. Without him, the heroes are helpless against foes in water. Enguarde also swims a bit faster.
- Squawks the Parrot is a green parrot who can spit coconuts and fly to reach normally untouchable areas.
- Squitter the Spider is a very cartoony arachnid who fires web like a projectile. The web can also be used as a platform when needed.
Most of the enemy cast has been carried over from Donkey Kong Country 3.
- Bazuka are bazooka touting enemies usually found in the later stages of the game. They fire Wooden Barrels out of their weapons.
- Bazza are fish enemies that swim in channels.
- Booty Bird are large birds that usually have items inside of them, which can be obtained by defeating them.
- Bounty Bass are large aquatic fish that aimlessly swim in the ocean.
- Bristles are porcupine enemies that cannot be jumped on due to their spiky backs. A roll attack will defeat them.
- Buzz are robotic Zinger-like enemies, in the fact that they are bees found throughout various levels. They cannot be attacked directly; an Animal Buddy or Barrel must be used to defeat a Buzz.
- Karbine are owl enemies found in the background of factory levels. They shoot projectiles from afar, and they cannot be attacked.
- Klasp are enemies that climb on tightropes, hidden inside of TNT Barrels. If Dixie or Kiddy touch a Klasp, it will explode.
- Knik-Knak are beetle enemies that can be jumped off of to reach hidden areas in a level.
- Knocka are Kremlings that hide inside a wooden barrel. They do not directly damage Dixie or Kiddy; they will try to ram the Kongs into other enemies or off of a platform.
- Kobble are basic Kremling grunts. They patrol areas and do not directly attack the Kongs.
- Koco are small clownfish encountered underwater.
- Kopter are Kremlings that descend from above. They carry helicopter blades to slow their descent. In this game, they can be defeated by jumping on them, unlike in DKC3.
- Krimp are low profile enemies that attack by biting. It is dangerous to be in front of one.
- Krumple are burly Kremlings that only Kiddy can defeat by jumping on their heads. Alternatively, a Barrel projectile or Animal Buddy attack can defeat Krumple.
- Kuchuka are Kremlings that hide inside a barrel and throw bombs. They are rarely seen, usually only in the endgame levels, and cannot be defeated.
- Lemguin are penguin enemies found in snow levels. They slide down hills.
- Lurchin are sea urchin enemies encountered underwater. Enguarde the Swordfish can defeat them easily.
- Minky are small monkeys that throw projectiles at Dixie and Kiddy when they enter a hollowed out tree.
- Nid are spider enemies that can actually help the Kongs get to higher ground; If Dixie and Kiddy jump on their backs, they will jump directly upward.
- Re-Koil are Kremlings with a spring-like tail that simply jump around. They have a level named after them, called Total Rekoil.
- Skidda resemble Kobbles, and are found only in snow levels. They slide around on the snow back and forth.
- Sneek are mouse enemies that are commonly found throughout the game. They have no direct attack, they simply walk in an area.
Most of the bosses from Donkey Kong Country 3 are featured in the game. The order they are encountered in is changed completely.
- Barbos is the first boss encountered at the end of Cape Codswallop. Barbos is essentially a humungous Lurchin. Enguarde the Swordfish is used to fight him.
- Bleak is the second boss of the game, found at the end of Primate Plains. Bleak is a sinister looking snowman who can launch snowballs out of his hat. His fight is very different from the DKC3 encounter; It is no longer based off of the Swanky's Sideshow mini-game, and is instead fought like a normal enemy.
- Arich is the third boss, acting as the area guardian for Blackforest Plateau. Arich is a giant spider enemy that spits venom and jumps around.
- KAOS is the fourth boss, found at the end of the Great Ape Lakes. He has been reactivated since DKC3, and appears to be independent of Donkey Kong and Diddy Kong.
- Baron K. Roolenstein is the final boss, fought at the end of Tin Can Valley, and later on, the Lost World.
Worlds and levels
In Donkey Kong Land III, there are six worlds in total, each with six normal levels and a boss stage. The first level of each area must be completed to unlock the second level of the area, and then the second level must be finished to get to the third level, and so on. Each world has a Wrinkly Refuge and a Sheep Shop. To access the Lost World, all of the DK Coins and Stopwatches are needed.
World 1: Cape Codswallop
- Red Wharf (Boardwalk)
- Seabed Shanty (Coral)
- Ford Knocks (Boardwalk)
- Total Rekoil (Mill)
- Koco Channel (Riverbank)
- Liftshaft Lottery (Mill)
- Boss level: Barbos Bastion
World 2: Primate Plains
- Coral Quarrel (Coral)
- Minky Mischief (Trees)
- Jetty Jitters (Boardwalk)
- Black Ice Blitz (Snow)
- Riverbank Riot (Riverbank)
- Miller Instinct (Mill)
- Boss level: Bleak Magic
World 3: Blackforest Plateau
- Rocketeer Rally (Waterfall)
- Vertigo Verge (Mountains)
- Polar Pitfalls (Snow)
- Surface Tension (Riverbank)
- Tundra Blunda (Snow)
- Redwood Rampage (Trees)
- Boss level: Arich Attack
World 4: Great Ape Lakes
- Jungle Jeopardy (Jungle)
- Footloose Falls (Waterfall)
- Deep Reef Grief (Coral)
- Karbine Kaos (Factory)
- Simian Shimmy (Trees)
- Rockface Chase (Mountains)
- Boss level: Krazy KAOS
World 5: Tin Can Valley
- Tropical Tightropes (Jungle)
- Clifftop Critters (Mountains)
- Rickety Rapids (Waterfall)
- Bazuka Bombard (Factory)
- Ugly Ducting (Pipe)
- Stalagmite Frights (Cave)
- Boss level: K. Rool Duel
World 6: Lost World
- Whiplash Dash (Pipe)
- Kuchuka Karnage (Factory)
- Haunted Hollows (Cave)
- Rainforest Rumble (Jungle)
- Barrel Boulevard (Factory)
- Ghoulish Grotto (Cave)
- Boss level: K. Rool's Last Stand
Changes between Game Boy version and Game Boy Color version
When this game was ported to the Game Boy Color, there were some changes made to the game, most of which are graphical changes. Unlike many other ports, such as the Game Boy Advance ports of the Donkey Kong Country games, there are few changes made.
- The game is available in Japanese only; it was not localized outside Japan.
- The game is now exclusively for the Game Boy Color (therefore, it isn't playable on a Game Boy or Super Game Boy; to make this further known the cartridge is a transparent Game Boy Color cartridge). As a result, it is now in full color, as opposed to the monochrome color that would be seen on a Super Game Boy.
- In the Time Attack screen, your last time is no longer displayed.
- Due to the game being on a Game Boy Color (which boasts a faster CPU), there is less lag, which is noticeable in a few cases, such as in Clifftop Critters. The lack of lag eliminates possibilities for unfair deaths where the screen couldn't keep up before if the player fell down with many sprites on the screen.
- The original Game Boy version had a bug that allowed the player to enter the Lost World without having enough DK Coins; this was fixed in the Game Boy Color version. 
- The title screen is slightly redesigned.
- The world maps are no longer animated: water is now stagnant, Wrinkly Refuge and Sheepy Shop no longer have lights flashing inside, mills don't turn anymore, and smoke stays still.
- When there is text on screen, the text shows up on the screen one character at a time, as opposed to the entire text showing up instantly.
- Bear has only one frame now.
- The screen no longer becomes dark when pausing the game.
- The Jetty Jitters demo (which appears after waiting during the title screen without pressing anything) is now not syncronized, where the Kongs are unable to make it to the end of the level. This is due to timing differences between the Game Boy and Game Boy Color, owing to the Game Boy Color's faster CPU.
These cheats must be entered on the game's title screen. They work in both the Game Boy and Game Boy Color versions:
- Pressing Down, Down, Up, Left, Right grants Dixie and Kiddy fifty lives.
- Pressing Up, Up, Down, Left, Right forces the player to play Memory as a mini-game after pressing "START" on the title screen.
- Pressing Up, Down, Left, Left, Down, Up, Right unlocks every area except the Lost World. The Stop Watches, Bonus Coins, or DK Coins are not unlocked.
- Pressing either of the following buttons: Left, Up, Down, or "SELECT", causes the demo (after waiting for the title screen music to end) to play a different level, depending on how many times any of these buttons are pressed:
The title screen of Donkey Kong Land III on the Super Game Boy.
- Initially, Donkey Kong Land III had a subtitle called "The Race Against Time". Prior to release, the subtitle was removed, presumably to allow the game to fit in better with the other Donkey Kong Land games, which unlike the SNES games, have no subtitles.
- Despite its name, Donkey Kong doesn't appear in this game at all.
- The game's soundtrack consists of 8-bit re-orchestrations of the music from Donkey Kong Country 3. However, some tracks, such as "Frosty Frolics", "Pokey Pipes", and "Boss Boogie", do not appear.
- "Rocket Run" is in the game, but it is never used.
- Several elements from Donkey Kong Land III were later used for the Game Boy Advance remake of Donkey Kong Country 3, such as automatically getting DK Coins from defeated Koins.
- There were two English versions released, with two known differences. The title screens differ between the two versions. In addition, Tundra Blunda is slightly longer in v1.1 than in v1.0, with a pit added at the very end of the level. The Japanese version is based on English v1.1, and therefore also has a pit at the end of the level.
|Donkey Kong series|