
It acts just like the Minis, climbing Ladders and turning around when it hits a wall but it won't drop off a ledge. When the Minis make it to the upper platform and head for the Card, remove the upper Ladder and that's that. While the Minis make their way up the Ladders, remove the Girder over the Spikes and draw it up on the upper platform. While they're on the Girder over the left set of Spikes, draw a Ladder between the two Spike pits. Once they pass the Girder on the right, remove it and put it on the upper level next to the Card. Now start the Minis walking and they'll collect all the goodies on the bottom and head back to the left. Remove the Girder up top and place it over the uncovered Spikes. Welcome to your first race! Characters and items have been covered above, so the technicalities are out of the way.Remove the Ladder and place it on the second platform. The Kremlings accept the challenge, and the race truly begins.
DONKEY KONG 3 WALKTHROUGH SERIES
Naturally, the Kongs challenge the Kremlings to a series of races where the winner gets the Banana Stones. Rool and his Kremlings show up! Angry at not being invited, they steal the Banana Stones, five legendary artifacts that can give their wielder incredible power. Just as Squawks is about to wave the starting flag, King K. Meanwhile, Donkey Kong and friends have their karts ready for the first race.
Question Mark Barrel: Can have any of the above effects or just make the user spin out.Ī poster saying, "Donkey Kong Island Kart Tournament Begins Today! First Race Located At Kongo Jungle!" blows by. Rambi Crate: Makes the user invincible to items and hazards and able to crash through other racers and go off road without losing speed. Bomb: Is thrown out and explodes on impact with anything, including the ground. Homing Missile: Homes in on the racer in first place and hits them. (Triple) Boost Engine: Gives the user a quick speed boost. Can also be held behind you and block a single item. (Triple) Banana Peel: Is laid down until a racer runs over it and slips out.
(Triple) Coconut: Goes along a straight path, bouncing off walls until it hits a racer or breaks. You cannot select any Kremlings, but this does not matter as each Kremling has the same stats as one of the Kongs and vice versa. Use him wrong, and you're pretty much done for. Use him right, and he's the best character in the game. However, he's not very good with handling or off-roading. He's as fast as Funky Kong and accelerates almost as quickly as Diddy Kong. His major strengths are top speed and acceleration. Cranky Kong is about as opposite from Donkey Kong as you can get. Although she has decent top speed, her acceleration is low, so it takes a while to reach it. She's the best of them all at off-roading, so you can pull off a few shortcuts if you time it right, but otherwise she's not that great. Tiny Kong is probably the least useful character of the bunch. He's not the best character off the road, but used correctly, he can be a formidable force. His top speed is tied with Cranky Kong for highest in the game.
Funky Kong can pretty much barrel through (get it?) any race. She might have trouble catching up to other racers, though, as she has poor top speed. Out of every racer, she's the easiest to control, allowing you to avoid obstacles and make turns with ease. Dixie Kong is most useful on tracks with lots of twists and turns. His strength is acceleration, as he has the highest in the game (Yes, even higher than Cranky Kong's.) However, be warned: His handling is somewhat poor. Diddy Kong is a pretty useful character. He has average stats in every area, making him the most balanced racer.
Donkey Kong is the basic character and mainly recommended early on or when you're indecisive about which character to use.Note that you cannot choose a kart and the only kart throughout the story that can be used by anyone, player or CPU, is the Standard Kart. Before you start any race, you must choose a character.