Donkey Kong (Game Boy)

Precursor to the Mario vs. Donkey Kong series. Grab keys, open doors, throw barrels at monkeys. There are several surprises to be found when playing the game using a Super Game Boy adapter.

Odd Stage Option


This stage option appears directly after the 9-5 option. Selecting it effectively freezes the game.

Unused Stages
To access these stages, use the following Game Genie codes, where XX is replaced by the stage ID. This will send you to the appropriate stage when you try to enter stage 1-1. To actually play the stage, be sure to die on stage 1-1 once before turning on the codes.

3E4-F3D-081

XX4-F4D-4CE

004-F5D-C49

Stage 65


Identical to stage 9-9, with two exceptions. The first is the Bowbow enemy circling the middle platform.



The second is this odd counter. It displays how many times in the game you've hit an object while doing a handstand.

Stages 66-67


Like stage 65, but with two Bowbows. In stage 67 the two Bowbows move faster.

Stage 68


An odd hybrid of stages. The layout is from stage 0-1 (25m), but the level graphics are from stage 9-5.

Stage 69


An almost barren stage, this takes up the remaining stage ID slots (69-FF).

Super Game Boy
The game went through an interesting development process for the Super Game Boy, offering a version of the ending song and a scream sound sample for Pauline. There are also a few hidden surprises.

ICON_EN
Rev A version of Donkey Kong suggests that palette selection was originally intended to be disabled as an ICON_EN command with bit set to  is loaded as the first packet. A second packet loaded after the last DATA_SND sets the bit to re-enabling palette selection. Game Genie code will allow palettes to be disabled. It is unknown why the later versions omit the command and allow palette selection using the PAL_PRI software docking bit.

ATTR_EN
Located at in all versions is a listing for two ATTR_EN commands, which would disable screensavers for Super Game Boy borders. Neither command is used. Game Genie codes and  will set the replace the first ICON_EN with ATTRC_EN to  or  leaving either screensavers enabled or disabled. It is unknown why this command exists at all as border selection cannot be disabled, and Nintendo likely wanted players to keep the Arcade cabinet. 61000000000000000000000000000000 61010000000000000000000000000000

SOUND
There is an unused medium explosion SOUND command in all versions located at. This could have been used anywhere, although more likely would have been used during the boss battles when Donkey Kong stomps the ground making objects fall, or when Giant Donkey Kong slams his fists in the final battle. Game Genie code will replace the SOUND  loaded shortly after booting up.

Unused Voice Sample


Can only be heard on a Super Game Boy. Game Genie code (V1.0), (V1.1) will replace Pauline's scream with a slowed down version.