100m in the arcade version.
|| Level 4 (arcade)|
Stage 0-4 (Game Boy)
||Donkey Kong (arcade)|
Donkey Kong (Game Boy)
|| The final level in the arcade game. It is the only level in the arcade where the objective is not to get to the top.
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in the Game Boy game.
100m is the fourth and final level of the Donkey Kong arcade game and the final level of World 0 in Donkey Kong for the Game Boy. This level is different from all the previous levels, as Mario now has to pull out the rivets attached to the steel girders holding up Donkey Kong. To do this, he must simply walk or jump over the yellow bolts, and they will disappear. Donkey Kong will make Fires appear by beating his chest. Fires will chase after Mario and try to kill him. Several hammers are located around the level and can be used to destroy the Fires, although more will eventually be summoned. There is a maximum limit of five Fire sprites onscreen in the arcade version and four for its NES port. In the Game Boy game, this is where Pauline's Bag appears. A related stage appears on the Game Boy Advance remake, which is shorter.
Once Mario has disabled the eight yellow rivets (six in the Game Boy version), the middle girder will collapse, and Donkey Kong will fall down to the bottom, banging his head on the ground. Mario will rescue Pauline and a heart will appear. In the arcade version, the game ends here and repeats itself. All following levels with have 100 added to their number, starting with 125m, despite being the same as 25m. In the Game Boy game, Donkey Kong will stand up again and grab Pauline again. He will then escape with her into the Big-City, with Mario following the two.
- A glitch in this level allows Mario to "taunt" Donkey Kong. If Mario stands next to him and jumps, he is awarded 100 points per jump. Touching the gorilla is fatal, and the exercise serves no purpose unless the player jumps twice per second, as the timer removes 100 points per second wasted.
- Another glitch can cause a Fire to get stuck between two platforms if Mario removes a rivet underneath the enemy as they are programmed not to fall from platforms.