Stage 4-7: Difference between revisions

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{{distinguish|World 4-7}}
{{distinguish|World 4-7}}
{{Levelbox
{{level infobox
|title
|title
|image=[[File:DonkeyKong-Stage4-7 (GB).png]]
|image=[[File:DonkeyKong-Stage4-7 (GB).png]]
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|secret=
|secret=
}}
}}
'''Stage 4-7''' is the seventh level of the [[Jungle (Donkey Kong)|Jungle]] in the [[Game Boy]] version of ''[[Donkey Kong (Game Boy)|Donkey Kong]]''. The level has [[Sairesu]]s waking up if they here landing sounds and [[Donkey Kong Jr.]] causing the player trouble.
'''Stage 4-7''' is the seventh level of the [[Jungle (Donkey Kong)|Jungle]] in the [[Game Boy]] version of ''[[Donkey Kong (Game Boy)|Donkey Kong]]''.
 
==Layout==
==Layout==
[[Mario]] starts off on the flat ground with a [[Sairesu]] on the right. There is a [[1 UP Heart]] below the platform on the left with a Sairesu on it which can be reached with a [[Handstand Jump]]. Mario must climb up two ladders then head right to get over to a [[Ladder]] he must climb. Alternatively Mario can go left where a Sairesu is which he can jump over to reach another ladder which leads up to a [[Hammer]] which can be used to defeat the Sairesus. If Donkey Kong Jr. has the bridge deactivated with the [[Switch (Donkey Kong)|Lever]] then Mario has to jump over the gap which will wake up the Sairesu that will charge at him so he has to be quick about climbing the ladder. Once up to the higher platform Mario must [[Jump]] once Donkey Kong Jr. has activated the bridge so the Sairesu hears him, wakes up and charges at him while the bridge is still activated, which Mario must Handstand Jump over to get over the Sairesu to get to the ladder and climb it. Once at the top Mario has to go left, he can get to the first platform with and without the bridge but the second one is too far so he must wait for Donkey Kong Jr. to pull the lever to the right side (while watching out for Donkey Kong Jr.'s fake outs where he goes over to the lever and looks like he's gonna pull it but just dances around it) before he can get across. Mario can grab a [[Hammer]] to defeat the Sairesu so it's not in his way, then he must grab the [[Key]] then go back quickly as Donkey Kong Jr. can pull the lever again to prevent Mario from getting across until Donkey Kong Jr. pulls it again causing Mario to waste time. Once across Mario must go over to the [[Door]] with the key to end the level.
[[Mario]] starts off on the flat ground with a [[Sairesu]] on the right. There is a [[1 UP Heart]] below the platform on the left with a Sairesu on it which can be reached with a [[Handstand Jump]]. Mario must climb up two ladders then head right to get over to a [[ladder]] he must climb. Alternatively, Mario can go left where a Sairesu is found, which he can jump over to reach another ladder, which leads up to a [[Hammer]] that can be used to defeat the Sairesu. If Donkey Kong Jr. has the bridge deactivated with the [[switch (Donkey Kong)|switch]] then Mario has to jump over the gap which will wake up the Sairesu that will charge at him so he has to be quick about climbing the ladder. Once up to the higher platform Mario must [[jump]] once Donkey Kong Jr. has activated the bridge so the Sairesu hears him, wakes up and charges at him while the bridge is still activated, which Mario must Handstand Jump over to get over the Sairesu to get to the ladder and climb it. Once at the top Mario has to go left, he can get to the first platform with and without the bridge but the second one is too far so he must wait for Donkey Kong Jr. to pull the switch to the right side (while watching out for Donkey Kong Jr.'s fake-outs where he goes over to the switch and looks like he's gonna pull it but just dances around it) before he can get across. Mario can grab a [[Hammer]] to defeat the Sairesu so it is not in his way, then he must grab the [[key]] then go back quickly as Donkey Kong Jr. can pull the switch again to prevent Mario from getting across until Donkey Kong Jr. pulls it again causing Mario to waste time. Once across, Mario must go over to the [[Key Door|door]] with the key to end the level.


==Enemies==
==Enemies==
*[[Sairesu]]s
*[[Sairesu]]
*[[Donkey Kong Jr.]] (boss)
*[[Donkey Kong Jr.]] (boss)


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Within this stage, Pauline's lost items can be found in the following order and in the following places:
Within this stage, Pauline's lost items can be found in the following order and in the following places:
*'''Hat''': Next to the [[Hammer]].
*'''Hat''': Next to the [[Hammer]].
*'''Parasol''': On the platform to the left of the platform with the [[Door]].
*'''Bag''': Above the platform which the bridge will connect to.
*'''Bag''': Above the platform which the bridge will connect to.
 
*'''Parasol''': On the platform to the left of the platform with the door.
{{DK}}
{{DK}}
[[Category:Donkey Kong (Game Boy) Levels]]
[[Category:Jungles]]
[[Category:Donkey Kong (Game Boy) levels]]

Latest revision as of 16:15, March 7, 2024

Not to be confused with World 4-7.
Level
Stage 4-7
Stage 4-7 of Donkey Kong for the Game Boy
Level code 4-7
World Jungle
Game Donkey Kong
Time limit 200 seconds
Boss Donkey Kong Jr.
<< Directory of levels >>

Stage 4-7 is the seventh level of the Jungle in the Game Boy version of Donkey Kong.

Layout[edit]

Mario starts off on the flat ground with a Sairesu on the right. There is a 1 UP Heart below the platform on the left with a Sairesu on it which can be reached with a Handstand Jump. Mario must climb up two ladders then head right to get over to a ladder he must climb. Alternatively, Mario can go left where a Sairesu is found, which he can jump over to reach another ladder, which leads up to a Hammer that can be used to defeat the Sairesu. If Donkey Kong Jr. has the bridge deactivated with the switch then Mario has to jump over the gap which will wake up the Sairesu that will charge at him so he has to be quick about climbing the ladder. Once up to the higher platform Mario must jump once Donkey Kong Jr. has activated the bridge so the Sairesu hears him, wakes up and charges at him while the bridge is still activated, which Mario must Handstand Jump over to get over the Sairesu to get to the ladder and climb it. Once at the top Mario has to go left, he can get to the first platform with and without the bridge but the second one is too far so he must wait for Donkey Kong Jr. to pull the switch to the right side (while watching out for Donkey Kong Jr.'s fake-outs where he goes over to the switch and looks like he's gonna pull it but just dances around it) before he can get across. Mario can grab a Hammer to defeat the Sairesu so it is not in his way, then he must grab the key then go back quickly as Donkey Kong Jr. can pull the switch again to prevent Mario from getting across until Donkey Kong Jr. pulls it again causing Mario to waste time. Once across, Mario must go over to the door with the key to end the level.

Enemies[edit]

Pauline's lost items[edit]

Within this stage, Pauline's lost items can be found in the following order and in the following places:

  • Hat: Next to the Hammer.
  • Bag: Above the platform which the bridge will connect to.
  • Parasol: On the platform to the left of the platform with the door.