75m

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## **Stage Info**

Once Mario has climbed his way through the first 25m and then another 25m, Mario now finds himself at the 75m mark of a particular construction site. Oh, and of course Donkey Kong is here again. How lovely. Now Mario has to deal with a series of small platforms and elevators as Donkey Kong tosses a bunch of jacks towards him. It’ll all be worth it in the end though once Mario can save Pauline from Donkey Kong’s clutches.

## **Stage Layout**

75m has a variety of small platforms spread across the stage in a nearly identical way to how the location looks in the original Donkey Kong title. The differences include an additional platform across the two ladders next to Donkey Kong at the top of the stage and no bottom platform that stretches across the entire bottom of the stage.

All platforms can be passed down through, and all platforms except the elevator platforms can be jumped up through. The two elevators are constantly moving with the left elevator carrying platforms up while the right platform carries platforms down. In Brawl, the four platforms on the right all had walkoffs to the edge of the stage, however in all successive appearances of the stage those platforms are no longer walkoffs. The long platform on the left that Donkey Kong is standing on is still a walkoff platform. The ladders can be used by the fighters to climb up from one platform to the next with exception to the ladders next to Donkey Kong which cannot be climbed.

As the battle goes on, sprites of Pauline’s Bag, Hat, and Parasol can spawn on the stage. If a fighter runs into one of these items the score counter in the upper right of the screen will increase, however this has no effect on the battle.

## **Hazards**

### **Donkey Kong**

If the stage’s music begins to fade out and be replaced by Donkey Kong’s theme, it’s time to watch out. At this point the large sprite of Donkey Kong at the top of the stage will come out of the stage’s background and onto the stage proper as he swings his fists up and down. In this state, any fighter that makes contact with Donkey Kong will take damage and be knocked away. Additionally, jacks will bounce in from the left side of the screen by Donkey Kong and bounce along the platforms before choosing a ladder and falling down it. The jacks have a couple different pathways that they can follow making them slightly difficult to predict and stay away from. Only two jacks can be on the stage at a time.

### **Fireball**

Fireballs can spawn on the stage and travel along platforms and ladders. These Fireballs will cause fire damage and knockback on contact, but they move slow enough that avoiding them isn’t much of a problem.

## **Soundtrack**

* **Donkey Kong**
	+ 75m Theme
	+ Donkey Kong - An atmospheric and big beat remix of the 25m level music which incorporates other jingles and sound bytes from the arcade version as well as acoustic guitar and drum samples. [SSBB]
	+ Donkey Kong / Donkey Kong Jr. Medley - A medley of themes from the original Donkey Kong as well as themes from Donkey Kong Jr. The medley includes “Game Start”, “25m”, “Hammer”, “Bonus Running Out”, “Stage Clear”, “100m”, and “All Clear” from Donkey Kong and “Game Start”, “Stage 1”, “Stage 4”, “Ending”, and “Stage Clear” from Donkey Kong Jr. The medley has a fast-paced orchestral/electronic hybrid style which extrapolates heavily on the original melodies but with the “25m” theme serving as the basis. [SSBU]
	+ Opening - A remixed medley of several tracks from the original Donkey Kong game beginning with the Opening track followed by Game Start, 25m Level, and Hammer Time. [SSBB]
* **Donkey Kong '94**
	+ Big City Theme
* **Donkey Kong Jr.**
	+ Stage 4

* **Mario vs. Donkey Kong**
	+ Donkey Kong Battle I
	+ End Credits