What a waste of good oil...Fireball is coming to get Mario! Mario kicks butt!  (Hammer Time!)This fireball isn't afraid!What's he looking at? Rolling, rolling, rolling... keep that barrel rolling......and this one too...   I hope these barrels aren't kegs full of beer.          Big bad blue boy!And his brother! BOING!   SPROING!   Donkey Kong: the man in charge. Pauline needs to get into martial arts so she can save herself.

 
 
 
 
 

The Barrels Level

On the first level, Mario must run across girders, climb ladders, jump over rolling barrels and chasing fireballs (or smash them with two convenient hammers available to him), and eventually reach the top where he can rescue Pauline. He also has the option to hang off broken ladders; on one arcade version of this game, you could hang safely and no barrels would go down those ladders while you were there... on the most dominant versions, this isn't the case.


Here Mario has grabbed the first hammer and is smashing a barrel. Note the fireball below him, turned blue when Mario has the hammer. Barrels continue to roll down the girders toward Mario. The blue barrel you see rolling near the top is the type that will turn into a fireball when it hits the flaming oil drum at the bottom of the screen.
 

Mario performing the "super jump." In many places in DK, if Mario leaps off the edge of a girder, he will magically bounce back. He's doing that here, snatching the hammer in the process and preparing to start pounding.
 
   

Mario with his hammer, smashing a barrel that has just rolled down the ladder. Barrels may roll to the edges of girders and fall down to the next level, or they may roll down ladders—and even broken ladders.
 

Mario in the "safe spot." He still has the hammer, and can't climb ladders until it's gone. By moving to the right of the ladder to the top girder, he can hit the barrels above him as they roll past.
 
   

Having lost the hammer, Mario stays in the "safe spot" until he can safely climb the ladder. In this spot, barrels falling off the girder above land behind him, giving him ample time to jump them as they roll past.
 

Success at last! Mario has made it to Pauline. She is grateful, and the lovable rapport between hero and leading lady is evident by the heart appearing between them.
 
   

What's this? Donkey Kong isn't happy about this turn of events, and he's climbing the big double ladders... but for what purpose?
 

Mario's victory is short lived. Donkey Kong has grabbed the unfortunate Pauline and fled with her. Note the broken heart. Personally, I think Mario is looking up Pauline's dress at the exposed panty shot zipping away, and realizing there won't be any fun tonight.
 

Crazy Kong

The Crazy Kong Barrels Level is virtually the same. The girders are a red-orange instead of purple, and DK and Pauline are wearing different fur and clothing, respectively. The most notable difference is that each girder level is cut short on the side with the short ladder at the end—leaving the ladder right at the edge of the girder above it. Also note the small girder pieces above DK's dual ladders, which of course serve no purpose in the game other than decoration (like the wider-spaced barrels in DK's supply stack).


The barrels are still after Mario. Notice the hammer on the second girder: it's further to the left and lower. This has the effect of getting in the way when Mario hits the second girder. Trying to avoid barrels might mean accidentally grabbing the hammer when you don't want it.
 

On later occurrences of this board, two pieces of girders are suddenly missing—on the fourth and fifth girders. This may seem minor, but they're in terribly inconvenient spots. Mario can fall through the breaks and die. If I were designing this game, I'd have had more girder sections being removed every time this board were visited (well, maybe not every time, but frequently).
 

NEXT: RIVETS LEVEL!


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