Donkey Kong Land III

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Donkey Kong Land III
Donkey Kong Land 3 Box Art.jpg
Dinky and Dixie Kong GBC cover art.jpg
Developer(s) Rareware
Publisher(s) Nintendo
Platform(s) Game Boy, Game Boy Color
Release date Game Boy
USA October 1, 1997
Europe October 30, 1997
Game Boy Color
Japan January 28, 2000
Virtual Console (3DS)
Japan May 7, 2014
Europe October 30, 2014
Australia October 31, 2014
USA February 26, 2015
Genre Platformer
Rating(s)
ESRB:ESRB K-A.png - Kids to Adults
CERO:CERO A.png - All ages
Mode(s) 1 player
Media
Game Boy:
Media GB icon.png Cartridge
Game Boy Color:
Media GBC icon.png Cartridge
Nintendo 3DS:
Media DL icon.svg Digital download
Input
Game Boy:
Game Boy Color:
Nintendo 3DS:

Donkey Kong Land III (also formatted as Donkey Kong Land 3[1]) is a video game for the Game Boy developed by Rareware and published by Nintendo in 1997. It is loosely based on the Super Nintendo game, Donkey Kong Country 3: Dixie Kong's Double Trouble!, as it features the same characters, enemies, and level environments. It also stars Dixie Kong and Kiddy Kong. Donkey Kong Land III is the third and final entry of the Donkey Kong Land series. Like its two predecessors, Donkey Kong Land III is housed on a yellow cartridge and it has specific Super Game Boy enhancements, including a unique border of pocket watches.

The original Game Boy version was never released in Japan, which instead received a Game Boy Color port in 2000, titled, Donkey Kong GB: Dinky Kong & Dixie Kong (ドンキーコングGB ディンキーコング&ディクシーコング). It is not dual compatibile with original Game Boy units, as evident from the transparent cartridge it is contained in. The Game Boy Color port was never released outside of Japan.

Like its two predecessors, Donkey Kong Land III was released on the Nintendo 3DS's Virtual Console. The Game Boy Color port was released in Japan on May 7, 2014, while the original Game Boy port was released in Europe and Australia in October 2014 and North America in February 2015.

Story[edit]

Announcements of a contest to find the fabled Lost World, which was said to have dominated legends for centuries, attracted "would-be" explorers all over the world to seize the long awaited chance of fame and fortune. Donkey Kong, Diddy Kong, and Baron K. Roolenstein all hear of the contest, and the Kongs set out leaving Dixie Kong with her cousin, Kiddy Kong. Dixie wants to prove herself just as worthy as the other participants, so she decides to participate in the contest and takes Kiddy along with her. Kiddy is not that aware about what is going on and decides to follow Dixie into the jungle.

After traveling through the worlds, Dixie and Kiddy are confronted by Baron K. Roolenstein at the end of Tin Can Valley. To access the Lost World, Dixie and Kiddy must collect every DK Coin and Watch. Within the Lost World itself, the Kongs must collect all the DK Coins and the final Stop Watch to engage in the final boss battle against Baron K. Roolenstein. When the Kongs defeat him, they are crowned as the victors of the contest. Baron K. Roolenstein then concedes the remaining six Stop Watches and allows the Kongs to try out the Time Attack mode.

Gameplay[edit]

Donkey Kong Land III plays very similarly to Donkey Kong Land 2. The player controls two different characters, Dixie and Kiddy, and only one Kong appears on-screen at a time. Dixie and Kiddy retain most of their abilities from Donkey Kong Country 3: Dixie Kong's Double Trouble! Dixie can use her Helicopter Spin to whirl her ponytail on the ground or glide in midair. Kiddy is heavier and stronger and can defeat strong enemies such as Krumples by jumping on them, whereas Dixie cannot. In each world, the Kongs must complete the levels in order until reaching the world boss, whom the Kongs must defeat to unlock the next world.

As the Kongs explore a level, they must avoid enemies along the way and collect items such as bananas and Bear Coins along the way. Every Bonus Level is accessed from a Bonus Barrel, and the reward for completing a Bonus Level's objective is a Bonus Coin. Some levels have an Animal Barrel, which transform the Kongs into the pictured Animal Friend, whose abilities are often required to complete a level or to reach hidden areas. Each Animal Friend has their own set of abilities.

Each world has a Wrinkly Refuge, where Wrinkly Kong saves the player's progress, and a Sheepy Shop, which is run by Bear, the only Brothers Bear of the game. If Dixie and Kiddy have enough Bonus Coins, Bear allows them to play a memorization minigame, Memory if they have at least a number of Bonus Coins. The Kongs are rewarded a Stop Watch for the first time they complete a challenge in a world. In most levels there is a Koin guarding the DK Coin, except for underwater levels, where the DK Coin appears by itself like in Donkey Kong Land 2. The Kongs are required to obtain every DK Coin and Stop Watch to access the final World, the Lost World.

Characters[edit]

Playable characters[edit]

Image Name Description
Dixie Kong DKL2.png Dixie Kong Dixie Kong is one of the two main protagonists. She can perform a Helicopter Spin to hover above pits and to spin into enemies.
Kiddy Kong DKLIII.png Kiddy Kong Kiddy is the younger cousin and sidekick of Dixie. He is the heavier Kong and can defeat stronger enemies such as Krumples with a jump attack.

Supporting characters[edit]

Image Name Description
Wrinkly Kong DKLIII.png Wrinkly Kong Wrinkly is the only supporting Kong in the game. She resides in Wrinkly Refuge, with one appearing in each world. The Kongs can visit Wrinkly to have their game progress saved, always free of charge.
Bear DKLIII.png Bear Bear is the only Brothers Bear in the game. He operates a Sheepy Shop in every world, where the Kongs can play memory if they have collected enough Bonus Coin. The Kongs can spend Bear Coins for level hints or to use Bear's teleportation device, which warps them to the Northern Kremisphere map.

Animal Friends[edit]

All four Animal Friends in the game have previously appeared in Donkey Kong Country 3: Dixie Kong's Double Trouble!

Image Name Description First level appearance Last level appearance
Ellie the Elephant DKLIII.png Ellie the Elephant Unlike her previous appearance, Ellie can spray unlimited water projectiles from her trunk but cannot carry a barrel using her trunk. Ellie no longer runs away when she sees a Sneek. Footloose Falls Rainforest Rumble
Enguarde DKL2 sprite.png Enguarde the Swordfish Enguarde is the aquatic Animal Friend of the game, and he can defeat enemies by stabbing them with his bill. Unlike Donkey Kong Land 2, Enguarde can no longer perform a super stab. Seabed Shanty Deep Reef Grief
Squawks DKL2 sprite.png Squawks the Parrot Squawks can fly around the area and use a nut-spitting attack to defeat enemies in his path, including Buzzes. Minky Mischief Ghoulish Grotto
Squitter DKL2 sprite.png Squitter the Spider Squitter can use a web spit attack and create web platforms to get over abysses or to gain height. Koco Channel Haunted Hollows

Enemies[edit]

Kremlings[edit]

Image Name Description First level appearance Last level appearance
Bazuka DKLIII sprite.png Bazuka Bazukas appear in later levels of the game. They carry a large bazooka to shoot regular barrels at the Kongs. Unlike Donkey Kong Country 3: Dixie Kong's Double Trouble!, Bazukas cannot be defeated because there are no TNT Barrels, which are used to defeat Bazukas in their debut appearance. Jungle Jeopardy Barrel Boulevard
Klasp DKLIII sprite.png Klasp Enemies who hide in an explosive TNT Barrel. They always hang from a rope and move back and forth in a fixed pattern. Dixie or Kiddy must avoid moving into a Klasp otherwise it explodes on them, injuring the Kong in play; this is otherwise the only way for the Kongs to defeat Klasps. Jetty Jitters Barrel Boulevard
Knocka DKLIII sprite.png Knocka Knockas are the direct successor to Klobbers, as both are Kremlings who hide in a barrel. When Dixie or Kiddy approach a Knocka, it pops out and runs after the Kong. Knockas cannot hurt the Kongs directly, and they attempt to knock them into a pit or a hazard. Dixie or Kiddy can jump on a Knocka to force it back into its barrel. The Kong can then pick up the barrel containing Knocka and throw it to defeat the enemy. Liftshaft Lottery Barrel Boulevard
Kobble DKLIII sprite.png Kobble Kobbles are the basic Kremling grunt enemies. The Kongs can defeat them with any attack, but they must still avoid being hit by one. Red Wharf Ghoulish Grotto
Koin DKLIII sprite.png Koin A Koin appears in most levels and guards a DK Coin, which is attached to their shield. It wears a bucket on its head to protect itself from jump attacks. To defeat a Koin, the Kongs must pick up a nearby Steel Barrel and throw it behind Koin at a wall; the Steel Barrel rebounds and hits Koin from behind, which defeats him and rewards the DK Coin to the Kongs. Red Wharf Ghoulish Grotto
Kopter DKLIII sprite.png Kopter Kopters carry two large helicopter blades which they spin to hover in the air. Unlike Donkey Kong Country 3: Dixie Kong's Double Trouble!, the Kongs can defeat a Kopter by jumping on it. Footloose Falls Ghoulish Grotto
Krimp DKLIII sprite.png Krimp They are small Kremlings with large teeth. Krimps move back and forth, repeatedly opening and closing their mouth. The Kongs cannot roll into Krimp from the front, else it bites and injures the Kong. To defeat a Krimp, the Kongs must either jump on it or roll into it from behind. Koco Channel Rainforest Rumble
Krumple DKLIII sprite.png Krumple Krumples are strong, muscular Kremlings that Dixie cannot defeat directly, although Kiddy can defeat a Krumple by jumping on it. Krumples can also be defeated by an Animal Friend or a barrel. Jetty Jitters Ghoulish Grotto
Kuchuka DKLIII sprite.png Kuchuka Kuchukas are idle Kremlings who hide inside a barrel, and they attack by throwing small bombs at the Kongs. They cannot be defeated and must be avoided by the Kongs. Stalagmite Frights Ghoulish Grotto
Rekoil DKLIII sprite.png Rekoil Rekoils bounce on their tail either in one spot or back and forth. The Kongs can defeat them with a jump attack. Total Rekoil Ghoulish Grotto
Skidda DKLIII sprite.png Skidda Skidda are Kremlings who only appear in snow levels. They slide across the icy ground and can be defeated from any attack. Black Ice Blitz Tundra Blunda

Other enemies[edit]

Image Name Description First level appearance Last level appearance
Bazza DKLIII sprite.png Bazza Bazzas are barracudas who indefinitely swim in a straight line from one hole to the next. They can be defeated by Enguarde's stab. Seabed Shanty Deep Reef Grief
Booty Bird DKLIII sprite.png Booty Bird They are fat birds with an item stored in their belly, such as a Bear Coin. To obtain the item, the Kongs must defeat the Booty Bird. Ford Knocks Bazuka Bombard
Bounty Bass DKLIII sprite.png Bounty Bass Bounty Basses are fat fish enemies found in the coral levels. Unlike their appearance in Donkey Kong Country 3: Dixie Kong's Double Trouble!, Bounty Basses do not contain an item. Like the other underwater enemies, Bounty Basses can be defeated by Enguarde. Seabed Shanty Haunted Hollows
Bristles DKLIII sprite.png Bristles Bristles are porcupine enemies whose quills protect them from jump attacks. Dixie or Kiddy can defeat them by rolling in front. Liftshaft Lottery Ghoulish Grotto
Buzz DKLIII sprite.png Buzz Buzzes are mechanical wasps who appear throughout the game. They are invulnerable to both Dixie's and Kiddy's attacks, and Buzzes can be defeated from a barrel or an Animal Friend. Ford Knocks Ghoulish Grotto
Karbine DKLIII sprite.png Karbine They are owl-like robotic enemies that wield large carbines (hence their name). Karbines are always in the background, shooting fireballs at Dixie and Kiddy. The Kongs must avoid being hit by the fireballs. Karbine Kaos Barrel Boulevard
Koco DKLIII sprite.png Koco Kocos are clownfish enemies who swim around aimlessly. They can be defeated by Enguarde. Seabed Shanty Haunted Hollows
Lemguin DKLIII sprite.png Lemguin Lemguins jump out of underground holes and slide on the icy ground, just like penguins do. Their beak and even their back side are the parts of their body that harm the Kongs. They can be defeated by stomping them on the top. Polar Pitfalls Tundra Blunda
Lurchin DKLIII sprite.png Lurchin They are urchin enemies with spiky shells to protect themselves, even from Enguarde's stab. Lurchins have a squish core, which they repeatedly open and close their shell within. Enguarde can defeat a Lurchin by stabbing it in the center. Seabed Shanty Haunted Hollows
Minky DKLIII sprite.png Minky Minkys are monkeys who throw acorns to attack the Kongs. Minkys cannot be defeated, and the Kongs must avoid taking damage from their acorns. Minky Mischief Simian Shimmy
Nid DKLIII sprite.png Nid Nids are jumping spiders with a plank of wood on their back. If Dixie or Kiddy sit on a Nid, it bounces them to a higher area. Nids are more like an ally because they are required for the Kongs to progress. Minky Mischief Simian Shimmy
Niknak DKLIII sprite.png Niknak Niknaks are beetle enemies which stay in one spot while in midair. The Kongs can jump from them to get across gaps. Ford Knocks Rainforest Rumble
Sneek DKLIII sprite.png Sneek Sneeks are rats and one of weakest enemies in the game. They walk aimlessly on the ground, and the Kongs can defeat them with any attack. Red Wharf Ghoulish Grotto

Bosses[edit]

Image Name Description
Barbos DKLIII sprite.png Barbos Barbos is a large Lurchin and the first boss of the game, and she is fought at Barbos Bastion from Cape Codswallop. The Kongs transform into Enguarde for the battle. Barbos attacks by releasing three Lurchins, one of which stops in front of Enguarde. He must stab the Lurchin once it is open, causing the Lurchin to bounce off the wall and hit Barbos.
Bleak DKLIII sprite.png Bleak Bleak is a large snowman and the second boss, and he is fought at Bleak Magic from Primate Plains. During the battle, Bleaks stand in one spot, shooting large snowballs from his hat at the Kongs. Dixie or Kiddy can attack Bleak by throwing a barrel at him. After being hit four times, Bleak gets defeated.
Arich DKLIII sprite.png Arich Arich is a large spider and the third boss, and he is fought at Arich Attack from Blackforest Plateau. Arich attacks by either descending at the Kongs or by spitting small balls of venom at them. The Kongs must jump on Arich four times to defeat him.
KAOS DKL3 sprite.png KAOS KAOS is a robot programmed by K. Rool to destroy Dixie and Kiddy. It is the fourth boss and is fought at Krazy KAOS from Great Ape Lakes. During the battle, KAOS attempts to roast the Kongs by releasing flames from below. The Kongs must quickly run under KAOS before it releases a flame from its pipe. After some time, KAOS stops in the center of the arena and starts to send out blade-like platforms. This gives Dixie and Kiddy a chance to attack KAOS, by jumping on his head. The Kongs must quickly jump from the platforms before KAOS sends out a punching glove to knock them off.
Baron K Roolenstein DKLIII.png Baron K. Roolenstein Baron K. Roolenstein is the main antagonist of the game. He is the fifth and last boss who is fought twice: first at K Rool Duel in Tin Can Valley, and later at K Rools Last Stand in the Lost World.

During the first battle, Baron K. Roolenstein tries to attack the Kongs by shooting electric beams at them, and he also uses his jetpack to fly around the area. To attack K. Rool, Dixie or Kiddy must throw a barrel at him. Baron K. Roolenstein gets defeated after being hit four times. In the second battle, Baron K. Roolenstein retains most of his attacks except that he also throws bombs. When K. Rool is defeated again, the Kongs complete their adventure.

Items and objects[edit]

It has been requested that one or more images be uploaded and added to this section. Remove this template once the image(s) has/have been uploaded and applied. Specifics: Need image for DK Coin, Watch, Animal Barrel, Barrel Cannon, Booster Barrel and Tracker Barrel

Image Name Description
DKL3 Banana.png Banana There are numerous bananas floating in every level. If the Kongs collect 100 bananas, they get an extra life, and the counter resets to zero.
DKL3 Banana Bunch.png Banana Bunch By collecting a Banana Bunch, Dixie or Kiddy are rewarded ten bananas. Banana Bunches are less common than regular bananas.
Bear Coin DKLIII Sprite.png Bear Coins Collectable currency that Dixie and Kiddy can use at the Sheepy Shop for Bear's teleportation service or to play Memory for the first time.
Bonus Coin DKL3C Sprite.png Bonus Coins One appears at the end of every Bonus Level or by completing its objective. The Kongs are required to collect them to play the Memory challenge in each world.
DK Coins They are large, golden coins with the "DK" logo. A DK Coin is guarded by a Koin in every level (except underwater levels, where the DK Coin is found by itself). Dixie and Kiddy are required to collect the DK Coins to enter the Lost World.
DKL2 GB Extra Life Balloon sprite.png Extra Life Balloons These balloons grant an extra life to the Kongs if they collect it. They are usually hidden or in hard-to-reach areas.
DKL3 Letter K.png K-O-N-G Letters A set of four letters found in every level, in order from K to G. If the Kongs collect all four K-O-N-G Letters, they earn an extra life.
Watch The Kongs are rewarded a Watch for completing a Memory challenge the first time for each world. Like DK Coins, the Watches are also required for entering the Lost World.

Barrels[edit]

Image Name Description
Animal Barrels By entering an Animal Barrel, the Kongs are transformed into the pictured Animal Friend.
DKL3 Barrel GBC.png Barrels These are objects that the Kongs can pick up and throw to attack enemies If a barrel is thrown on the ground, it rolls until hitting a wall.
Barrel Cannons These barrels have an opening in the top and are found in midair. The Kongs can blast from them to reach higher areas or to get across gaps. Barrel Cannons often appear in midair.
Ghost Barrel - DKL3 Sprite.png Boo Barrels Boo Barrels appear in cave areas, and they are similar to auto-fire Barrel Cannons except they constantly vanish and reappear. Some Boo Barrels point in the direction of a Buzz, and the Kongs must wait for these Boo Barrels to disappear to avoid being blasted into a Buzz.
Booster Barrels When Dixie or Kiddy enter a Booster Barrel, it blasts up like a rocket, and upon reaching a certain height, usually at a platform, the Booster Barrel blasts out the active Kong. Booster Barrels only appear in a few levels, all of which they appear throughout.
DK Barrel DKL3c sprite.png DK Barrels Like Donkey Kong Land 2, every DK Barrel in the game appears in midair. If Dixie or Kiddy are missing their partner, they can jump at a DK Barrel to release the missing Kong. The DK Barrels have no effect if both Kongs are present.
Steel Barrel DKL3c sprite.png Steel Barrels Steel Barrels are similar to regular barrels except they can bounce off walls. A Steel Barrel is required to defeat the Koin of a level.
Tracker Barrels A type of Barrel Cannon which the player can move left or right as it automatically blasts Dixie or Kiddy in midair. It automatically follows the Kongs until they land.
DKL3 Warp Barrel.png Warp Barrels Warp Barrels take the Kongs to the end of a level. They are found at the start in just the Cape Codswallop levels. Warp Barrels are invisible and are only revealed when the Kongs enter one.

Levels[edit]

The overworld map of the Northern Kremisphere in Donkey Kong Land III.

There are six worlds in Donkey Kong Land III, and each of them have six levels and a boss level. Each level has a similar theme to those from Donkey Kong Country 3: Dixie Kong's Double Trouble! There are two Bonus Levels in every regular level.

Levels and Bonus Areas
Cape Codswallop
# Level Type of level Music theme
1 Red Wharf Stilt Stilt Village
2 Seabed Shanty Coral Water World
3 Ford Knocks Stilt Stilt Village
4 Total Rekoil Mill Mill Fever
5 Koco Channel River Enchanted Riverbank
6 Liftshaft Lottery Mill Mill Fever
7 BOSS LEVEL: Barbos Bastion Coral Big Boss Blues
Primate Plains
# Level Type of level Music theme
8 Coral Quarrel Coral Water World
9 Minky Mischief Tree Treetop Tumble
10 Jetty Jitters Stilt Stilt Village
11 Black Ice Blitz Snow Hot Pursuit
12 Riverbank Riot River Enchanted Riverbank
13 Miller Instinct Mill Mill Fever
14 BOSS LEVEL: Bleak Magic Snow Big Boss Blues
Blackforest Plateau
# Level Type of level Music theme
15 Rocketeer Rally Falls Cascade Capers
16 Vertigo Verge Cliff Rockface Rumble
17 Polar Pitfalls Snow Cascade Capers
18 Surface Tension River Enchanted Riverbank
19 Tundra Blunda Snow Cascade Capers
20 Redwood Rampage Tree Treetop Tumble
21 BOSS LEVEL: Arich Attack Tree Big Boss Blues
Great Ape Lakes
# Level Type of level Music theme
22 Jungle Jeopardy Jungle Jungle Jitter
23 Footloose Falls Falls Cascade Capers
24 Deep Reef Grief Coral Water World
25 Karbine Kaos Machine Nuts and Bolts
26 Simian Shimmy Tree Treetop Tumble
27 Rockface Chase Cliff Rockface Rumble
28 BOSS LEVEL: Krazy KAOS Machine Big Boss Blues
Tin Can Valley
# Level Type of level Music theme
29 Tropical Tightropes Jungle Jungle Jitter
30 Clifftop Critters Cliff Rockface Rumble
31 Rickety Rapids Falls Cascade Capers
32 Bazuka Bombard Machine Nuts and Bolts
33 Ugly Ducting Tube Cavern Caprice
34 Stalagmite Frights Cave Cavern Caprice
35 BOSS LEVEL: K Rool Duel[sic] Tube Big Boss Blues
The Lost World
# Level Type of level Music theme
36 Whiplash Dash Tube Hot Pursuit
37 Kuchuka Karnage Machine Nuts and Bolts
38 Haunted Hollows Cave Cavern Caprice
39 Rainforest Rumble Jungle Junglle Jitter
40 Barrel Boulevard Machine Nuts and Bolts
41 Ghoulish Grotto Cave Cavern Caprice
42 BOSS LEVEL: K Rools Last Stand[sic] Cave Big Boss Blues

Time Attack mode[edit]

The Time Attack menu
Dixie Kong walking in Polar Pitfalls in the Time Attack mode

The player can unlock the Time Attack mode by completing the game with every Bonus Coin, every DK Coin, and by defeating Baron K. Roolenstein in the Lost World. This earns them a 97% completion score, and from the file select screen, the player always starts on the Time Attack menu from the save file in which they unlocked it. The player can select the "RE-ENTER GAME" option at the bottom to play the main game.

Time Attack lists twelve levels on a wooden dashboard. Each of these levels do not appear under their usual name but rather named after their theme, such as "Cave" or "Machine". The objective of Time Attack is for Dixie Kong or Kiddy Kong to complete a level within a time limit. Once this is done in every level, the player completes the game entirely, with a 103% ranking.

When the player starts the level, an on-screen timer appears at the bottom of the screen, keeping track of their time as move through the level. If the player completes the level under the default time or their previous time, it overwrites the previous time. If the player finishes a level below the default time, an exclamation mark appears next to the level's name.

In the Game Boy version, the most recent time is displayed on the bottom of the screen (unless the player exits a level with Start Button+Select Button or loses a life). For reasons unknown, this was removed from the Game Boy Color version.

Levels and times[edit]

Theme Level Time
Stilt Ford Knocks 0:48.00
Mill Liftshaft Lottery 1:30.00
Snow Polar Pitfalls 0:53.00
River Riverbank Riot 0:55.00
Coral Seabed Shanty 1:20.00
Tree Simian Shimmy 1:22.00
Cliff Clifftop Critters 1:20.00
Machine Bazuka Bombard 1:40.00
Falls Rickety Rapids 2:00.00
Cave Stalagmite Frights 1:45.00
Jungle Tropical Tightropes 0:58.00
Tube Whiplash Dash 0:46.00

Version differences[edit]

Wrinkly Refuge DKL3.png
USA
Wrinkly Refuge DKL3c.png
Japan

The Game Boy Color version of Donkey Kong Land III is a direct color port of the original Game Boy release, and it only has a few differences.

General changes:

  • The player's latest time is no longer displayed on Time Attack.
  • Since the Game Boy Color has a faster CPU than the original Game Boy, the game has less slowdown. An example is in Clifftop Critters, where less lag eliminates the possibility of the Kongs losing a life from falling too far down.
    • Additionally, the title screen's Jetty Jitters demo is not synchronized, and the Kongs cannot reach the end of the level. This is because of timing differences between the Game Boy and Game Boy Color, which has a faster CPU.
  • In the original version, there was a bug where Dixie and Kiddy could enter the Lost World without enough DK Coins; this was fixed for the Game Boy Color version.

Graphical changes:

  • The splash screen and title screen were slightly redesigned.
  • The world maps are no longer animated: the water and smoke no longer move, the mills no longer turn, and lights no longer flash from the interior of Wrinkly Refuge and Sheepy Shop.
  • Bear does not have any animation frames.
  • The text appears on-screen one character appears at a time, unlike the original version, which displays all the text at once.
  • The screen no longer darkens when paused, making it less clear for when the game is paused.

Revision differences[edit]

Two versions of this game are known to exist for the North American release. They can be distinguished from their two title screens.

DKL3 Title Screen.png
v1.0
DKL3 Title Screen alt.png
v1.1

In both v1.1 and the Japanese version, a pit was added at the very end of Tundra Blunda. This was likely done to fix a minor bug that prevents the Steel Keg from getting stuck if Kiddy goes to the very end and throws it.

Tundra Blunda end v1.png
v1.0
Tundra Blunda end v2.png
v1.1

Cheat codes[edit]

Like its prequel, Donkey Kong Land 2, Donkey Kong Land III has cheat codes that the player can input from the title screen by entering a certain button combination. When the player enters a cheat, a sound effect. The game uses the D-Pad for its button combination unlike Donkey Kong Land 2, which uses the A Button and B Button buttons. Both versions of Donkey Kong Land III feature the same cheat codes:

  • Pressing Up, Down, Up, Left, Right grants Dixie and Kiddy fifty extra lives.
  • Pressing Up, Up, Down, Left, Right allows the player to play Memory after exiting from the title screen.
  • Pressing Up, Down, Left, Left, Down, Up, Right unlocks every area except the Lost World. The Watches, Bonus Coins, and DK Coins are not unlocked.
  • Pressing either Left, Up, Down, or Select Button changes the level shown in the title screen's gameplay demo (which plays after the title screen's music ends). The Kongs eventually die in every gameplay demo, except for the default Jetty Jitters demo in the original Game Boy version. The demo changes based on the number of times that the player presses the buttons:

Staff[edit]

Main article: List of Donkey Kong Land III staff

Glitches[edit]

Main article: List of Donkey Kong Land III glitches

Pre-release and unused content[edit]

Main article: List of Donkey Kong Land III pre-release and unused content

Reception[edit]

Reviews
Release Reviewer, Publication Score Comment
Nintendo 3DS Dave Frear, Nintendo Life 9/10 "Rare have once again stuck a lot of content into the game, providing good value for your money. Like the rest of the series it features a varied collection of enemies and locations for you to work your way through. It may not do anything new but it does do things well. Donkey Kong Land III is a good looking, great sounding Game Boy title, but more importantly it's a lot of fun to play. The best of the DKL trilogy and one of the best options for 3DS-owning platform fans.'"
Nintendo 3DS Joe Merrick, Nintendo Insider 8/10 "Donkey Kong Land III is a decent enough platformer, but it feels somewhat half-hearted. There’s less to do outside the stages and they aren’t quite as creative as you’d expect from the series. That’s not to say it is bad, as it does what it provides extremely well, rather that it falls short of expectation. There’s still fun to be had, and it’s definitely worth playing if you’re a fan of the series.'"
Nintendo 3DS Bryan Rose, Nintendo World Report 7/10 "I’ve come to the same conclusion with Donkey Kong Land 3 as I have with its predecessor. It’s a relatively fun game for a few hours, with tons of leeway for replay. The graphics were more annoying than DKL2, enough to impede gameplay, but in the end I still had fun with the game. It provides a few hours of enjoyable gameplay, and again it’s a nice trip down memory lane.'"
Aggregators
Compiler Platform / Score
GameRankings 81.25%

Sales[edit]

According to Rareware's website, 600,000 copies of Donkey Kong Land III had been produced as of 1998.[2].

Gallery[edit]

For this subject's image gallery, see Gallery:Donkey Kong Land III.

Media[edit]

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Please upload all related music, sound effects, voice clips, or any videos for this section. See the help page for information on how to get started.

Name in other languages[edit]

Language Name Meaning
Japanese ドンキーコングGB ディンキーコング&ディクシーコング
Donkī Kongu Jībī Dinkī Kongu ando Dikushī Kongu
Donkey Kong GB: Dinky Kong and Dixie Kong

Trivia[edit]

  • Despite his name being featured in the title, Donkey Kong does not appear in Donkey Kong Land III. However, he is mentioned in the manual's story. Aside from Diddy Kong Racing, this game is the only title of the Donkey Kong series that he does not appear in.
  • The game's soundtrack consists of 8-bit re-orchestrations of the music from Donkey Kong Country 3. However, the tracks "Frosty Frolics" and "Pokey Pipes" do not appear; the snow and pipe levels use "Cascade Capers" and "Cavern Caprice" instead, respectively. In addition, "Rocket Run" is programmed into the game—however, it is unused and can only be accessed by ROM hacking.

References[edit]