List of Donkey Kong Land III glitches

This is a list of glitches in Donkey Kong Land III.

This is a leftover glitch from Donkey Kong Land 2. In the Bash The Baddies and Collect The Stars bonus stages, the game uses a counter to keep track of the remaining enemies (or stars) in the stage. However, when losing to a bonus stage and returning to the main level, the counter does not reset to 0. Therefore, when defeating enemies, the counter will still decrease. Unlike in Donkey Kong Land 2, collecting bananas does not decrease the counter. When the counter reaches zero, the sound effect when a Bonus Coin appears will still be heard, as if the Kongs are still in a bonus stage.

Unlike in Donkey Kong Land 2, exiting a level, losing a life, or resetting the game with A+B+Select+Start will not freeze the counter. Therefore, the glitch persists until entering a bonus level again, decreasing the counter to zero, or turning the game off.

In the Game Boy Color version of Donkey Kong Land 3, the Jetty Jitters demo (when waiting during the title screen without pressing any buttons) is glitched; as soon as Kiddy hits Klasp, the demo becomes out of sync and Dixie starts to make seemingly random, strange movements until she hits a Kobble and dies. This demo does not desync in the original Game Boy version.

This glitch works in any game where Koin appears, including this one. If Koin is far off the screen, a steel barrel can pass through it without Koin blocking it. This means that Kiddy or Dixie can throw a steel barrel, stand far away from Koin, wait until the steel barrel passes through him and ricochets off a wall, then get closer to Koin and watch as the steel barrel defeats Koin from the opposite side.

When beating K. Rool's Last Stand for the first time, a screen appears where K. Rool rants about being defeated, gives the Kongs six watches, and tells them to beat the time trial. If the game is turned off, or if A+B+Select+Start is pressed on this screen, the current save file will record 78 Bonus Coins and 12 watches, as normal, but Time Attack won't be unlocked unless K. Rool's Last Stand is beaten again. This is because the bonus coin and watch data is saved before this screen appears, and Time Attack is unlocked after the screen is finished.

Additionally, if A+B+Select+Start is pressed here (i.e., not turning the game off and back on), additional glitches occur. On the file select screen, Dixie will be facing to the right, not to the left, and her sprite will appear slightly above the third file, regardless of which file was last used. The actual file selected is the one last used, and pressing Up and Down will have no effect -- the current file will not change, and Dixie's sprite will not move. (However, it is possible to erase the current file; this causes additional glitches as described below.) When the file is selected, the Northern Kremisphere map will appear, and K. Rool will be seen at Tin Can Valley, and will escape to the Lost World -- as if K. Rool Duel was just beaten. After K. Rool enters the Lost World, the game will start at Miller Instinct. At this point, the file select screen will function normally again if it is accessed again via A+B+Select+Start (alternately, turning the game off will make the file select screen function properly as well, regardless if this occurs before the Kongs enter Miller Instinct).

Miller Instinct is perfectly playable here; the Kongs can enter the bonus levels, exit the level with Start+Select (as long as the file wasn't deleted on the file select screen), lose a life, or reach the end of the level as usual. If the Kongs leave the level under any method, the Kongs will find themselves in Northern Kremisphere (as opposed to Primate Plains), and they will be by the Lost World.

If the save file was deleted on the file select screen prior to K. Rool entering the Lost World, the Kongs can move about the Northern Kremisphere map despite none of the levels being beaten yet. This makes it possible to play levels out of order without using the Up, Down, Left, Left, Down, Up, Right cheat. However, once the Kongs move to Cape Codswallop, they will not be able to go back to the other worlds until it is beaten. The Lost World is also inaccessible since the Kongs don't have enough DK Coins. If the Kongs enter a world, they still need to beat each level in order, as usual. When going to Sheepy Shop, Bear won't offer the Kongs his teleportation device unless Barbos is beaten; therefore, beating a different boss won't unlock the teleport.

If a Lurchin is touching the surface of the water, it is possible to jump on it (and defeat it in the process) without taking damage. This can be seen in Ugly Ducting.

This is a glitch that returns from Donkey Kong Land 2, although it is far less common. When falling down a long drop, the camera has a difficult time keeping up with Dixie or Kiddy. If either Kong is far enough off the bottom of the screen, the game mistakenly thinks they fell down a pit, and so a life will be lost. Unlike in Donkey Kong Land 2, however, instances of this happening are few and far between, but it is known to happen in a few places:


 * Redwood Rampage: When grabbing the steel barrel by the Koin, and then falling down the tree to the right of the O;
 * Clifftop Critters: There are numerous places where this is possible; basically this be done in any long fall with fast enough movement.

In the Game Boy Color version of this game (only released in Japan), lag is almost nonexistent, due to superior hardware, and there are no known places where this can cause a life to be lost.