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MusicMadness-1-

The Kongs are about to land on a cymbal platform in Music Madness.

Music Madness is the fifty-third level in Donkey Kong Country Returns, as well as the seventh level of the Factory. The level takes place in a factory where the music here has a unique beat with a loud clap heard every few seconds. Objects and platforms perform various actions when this loud clap is heard. For example, hammers and cymbals will smash platforms, some platforms move after every clap, and near the end of the level, the Kongs can find some yellow and red bottle-shaped machinery that shoot out water or fire after every clap too. Also the platforms that the hammers and cymbals smash onto are shaped like drums and tambourines. So, the Kongs (Donkey Kong and Diddy Kong) will have to study the movement of obstacles and platforms and the beat of the music if they want to complete the level. Enemies in this level include Buckbombs, Tiki Buzzes, and Red Pyrobots. In Time Attack mode, a time of 1:40:00 is needed to get a gold medal, a time of 1:45:00 for a silver medal and a time of 2:15:00 for a bronze medal.

Overview

Music Madness 6

The Kongs find the first Puzzle Piece in a hidden alcove on the floor they land on at the beginning of the level. Also, this is what an angry, devilish-looking, gold vine statue of an ape's head looks like when its vine has been pulled.

The level begins with the Kongs landing on a floor. A giant yellow sign with the word "FIND!" can be seen ahead close in the background. Below the word "FIND!" is a giant red switch. A smaller sign with an arrow on it is above this giant, yellow sign and a lamp that may be able to be jumped to for a collectible, most likely is above that sign. WAIT!!! HOLD UP!! DON'T MOVE JUST YET!!! A secret is on this floor. Yeah, we all know that not many secrets are around the floors or platforms with the Kongs' landing point on them, however, something is here. If the Kongs head backwards, they can come up to some horseshoe-shaped, metal doors. Before the doors, above them slightly to the right, is an angry, devilish-looking gold vine statue of an ape's head. Wait, a second. Did you just say angry, devilish-looking gold vine statue of an ape's head? Those come from the Ruins! Yes, that is very true, and these obstacles are common there too. However, some angry, devilish-looking gold vine statues of an ape's head appear in other levels outside the Ruins. Anyway, if the Kongs jump to and grab onto this statue's vine sticking out, they can pull it, causing the horseshoe-shaped doors to open, as well as lights above the doors turn green (they were orange). The Kongs can then head inside the alcove the doors were covering to reach a hidden Puzzle Piece. Anyway, immediately after those giant yellow signs with the arrow and red switch, the Kongs can find a gap with large instrument platforms in it. A large drum platform is right in front of the Kongs. A large hammer smashes into it after every clap in the music is heard. So, first the apes should jump on the left EDGE of this large drum platform since the hammer smashes in the middle of it. Here, the Kongs should wait for the hammer to smash down onto the large drum platform after the clap in the music. Once it does so and rises back up again, the Kongs should quickly run past the middle of the large drum platform and head to the right edge of it. Here, they can see another large drum platform. Another large hammer smashes into the middle of the platform after every clap in the music beat is heard. So, first of all, the Kongs should jump to this platform's left edge. Here, they should wait for the hammer to smash the middle of the platform once more after the clap is heard and rise back up again, then quickly run past the platform's middle. The Kongs should end up on the right edge of this large drum platform. From here, the Kongs can see an odd-looking platform with an odd-looking hammer. Well, this does not mean that the platform and hammer are that odd, however, they are different from the previous two platforms and their hammers. First, the platform and its hammer are all red in color, while the previous ones are a mixture of red, gray and silver. Second, the platform is shaped like a red tambourine with no rings while its hammer is shaped like a red cymbal with a normal platform attached to its top. Also, a giant orange button is in the middle of the cymbals-shaped hammer's middle. These platforms and their hammers are more dangerous than the previous. This is because when these cymbal-shaped hammers slam onto their tambourine-shaped platforms, they slam onto the entire platform instead of the middle. If the Kongs get caught when it smashes onto its platform, much like with the other normal hammers in the level, they will lose a Heart. The normal platform at the top of the cymbal-shaped hammer cannot be accessed. Cymbal-shaped hammers do give a warning when they are about to smash after each clap in the beat of the music is heard, which is a large shaking (marks like "((( )))" are seen too). Anyway, the Kongs should wait for this cymbal-shaped hammer to slam onto its tambourine-shaped platform on this second large drum platform. When it does so and rises back up again, the Kongs should quickly jump here and head to its right edge. Here, the Kongs can see another large drum platform with a large hammer that smashes into its middle. Before the cymbal-shaped hammer crushes them into the tambourine-shaped platform, the Kongs should jump to this large drum platform's left edge. Here, they should
MusicMadness165-1-

The Kongs jump to a drum platform while a hammer has just smashed a drum platform. If the Kongs look carefully to the right, they can see that the cymbal-shaped hammer to the right holds the letter K on its platform attached to it. But don't those platforms and hammers look like cymbals and tambourines (use Google/Bing Images if you are not certain)?

wait for the large hammer to smash onto the platform's middle after the clap in the beat of the music is heard. However, this hammer slowly moves left to right and pounds constantly when the Kongs land here. After this is done and the hammer rises back up again, the Kongs can quickly run past the middle of this drum platform and head forward to the platform's right edge. Another tambourine-shaped platform with a cymbal-shaped hammer is after this. The cymbal-shaped hammer smashes onto the tambourine-shaped platform after every clap in the beat of the music, like all do. However, there is something special here. The Kongs should look at what is on the platform attached to this cymbal-shaped hammer. Oy, isn't it dee ole' letter K of dee K-O-N-G Letters?! But wait a minute, I thought those platforms on the cymbal-shaped hammers cannot be reached. Yes, you are correct, however, something hidden here can help the Kongs reach the platform attached to the cymbal-shaped hammer with the letter K. The Kongs should look to the left of this tambourine-shaped platform. They can see a Banana Bunch to the left of the tambourine-shaped platform. If the Kongs drop down through this Banana Bunch, they can enter a hidden Auto-Fire Barrel that fires them straight up. If the Kongs head right after being fired, they can end up on the platform on top of the cymbal-shaped hammer and collect the letter K. From here, the Kongs can jump over a small gap with a Tiki Buzz hovering up and down in it onto a medium-sized floor with a light bulb that can be blown on for a Heart, most likely, and a switch that must be pounded on three times to cause a Barrel Cannon to appear. However, if the Kongs avoid the "route to the letter K", they should wait for the cymbal-shaped hammer to slam down on the tambourine-shaped platform once more and rise back up again. When it rises back up, the Kongs should jump on it and quickly head to its right edge. The medium-sized floor with the light bulb that can be blown on for a Heart, most likely, and the switch that must be pounded on three times for a Barrel Cannon to appear is right after this. A Tiki Buzz in a small gap between this medium-sized floor and the tambourine-shaped platform flies up and down. So, with caution, the Kongs should carefully jump over the small gap when the Tiki Buzz moves low enough. Here, they can end up on the medium-sized floor. Here, the Kongs should see the large switch sticking out of the ground. The Kongs should jump on this switch and pound it three times. After the third pound, a DK symbol is created and a Barrel Cannon appears above them. Wait a minute. These switches are from Button Bash (the second level of the Ruins)! We ain't seen these in a minute (slang term meaning "a long time")! Anyway, the Kongs can jump to the Barrel Cannon. In the Barrel Cannon, the objective is to fire to a tambourine-shaped platform, which is constantly being struck by a cymbal-shaped hammer after every clap in the beat of the music. So, first, in the Barrel Cannon, the Kongs should wait for the cymbal-shaped hammer to strike the tambourine-shaped platform after the clap in the beat of the music. When it does so and rises back up again, the Kongs can quickly fire to this tambourine-shaped platform. Here, they can run to the edge of this tambourine-shaped platform. Another cymbal-shaped hammer should be smashing into its tambourine-shaped platform after the one the Kongs are on. Before this next tambourine-shaped platform, there is a Tiki Buzz hovering up and down in a small gap. As soon as this next cymbal-shaped hammer rises, the Kongs should carefully jump over the Tiki Buzz, onto the next tambourine-shaped platform before they get crushed by the cymbal-shaped hammer above them (on the first tambourine-shaped platform in this area after the Barrel Cannon). Here, they can see another cymbal-shaped hammer smash onto its tambourine-shaped platform. Right before it is a Tiki Buzz hovering up and down in a small gap. So when the cymbal-shaped hammer goes back up, the Kongs should carefully jump to it, avoiding the Tiki Buzz. Here, the Kongs can now head to the right edge of this tambourine-shaped platform. A floor with a raised part of floor in the center is after this. On the left side of the floor, there is a light bulb that can be blown on for a collectible, most likely and a Buckbomb. On the raised part of floor in the center of the floor, there is the Tutorial Pig hosting the first checkpoint. Above the right side of the floor, there is a lamp that can be jumped to for a Banana. Anyway, there is another Tiki Buzz before this floor. So, carefully, the Kongs should jump to the left side of this floor before they get smashed by the cymbal-shaped hammer. The Kongs can try to land on the Buckbomb here (you can hover to it for extra help after jumping off the tambourine-shaped platform) to save a Heart, just in case they bump into it after landing. If they successfully land on the enemy, they can pick it up and throw it away from them while it lights its fuse. To pick up an enemy or certain object (such as a Barrel, the player can press the B Button on the Wii Remote. To hold the object or enemy, the player should hold B after pressing it. To throw the object/enemy, they can just simply release the B Button. Anyway, after the Buckbomb has been gotten rid of, the Kongs can jump to the raised part of floor and activate the checkpoint located here. However, there is a secret located right before the checkpoint. If the Kongs stand on the area where the Buckbomb was. If they wait for the nearest cymbal-shaped hammer to pound, they can quickly jump to it (or they can quickly high bounce off the nearby Tiki Buzz; it is an easier route). If this is done successfully, the Kongs can end up on this cymbal-shaped hammer's platform attached to it. Here, the Kongs can then jump to the left from cymbal-shaped hammer's platform to cymbal-shaped hammer's platform until they reach a cymbal-shaped hammer's platform with a Barrel Cannon/Auto-Fire Barrel (it is one of them) above it. This cannon can fire the Kongs into the level's Bonus Room. Anyway, after this has been done, the Kongs can head to the right side of this floor. Here, they can see a Barrel Cannon above a gap to their right, which they can go ahead and jump into. The Barrel Cannon can fire the Kongs onto a floor with a light bulb that can be blown on for a collectible, most likely, a Buckbomb, a red Pyrobot, and a DK Barrel on it. Since, the Buckbomb isn't much of the threat, yet the red Pyrobot is a threat, the Kongs should try to get rid of it. Because no attack from the Kongs can defeat the enemy (a jump on its head stuns it), they have two other ways to defeat it. The Kongs could either take the DK Barrel and throw it at the Pyrobot (when it is not releasing flames from its "flamethrower" arm) or they can jump on the Buckbomb here and throw it at the red Pyrobot. After this has been done, the apes can continue to the right edge of the floor.
Music Madness 1

The Kongs move through the giant maze of platforms that move after every clap in the beat of the music. Also, the Puzzle Piece located here can be seen in the picture.

Here, they can find a giant maze over a gap filled with platforms that move in various directions after every clap in the beat of the music. Some of these platforms move left to right or up and down on holes in the walls that look like the toothed tracks of zippers. So, the Kongs must travel through this area with good timing and direction or they can end up falling in the abyss below. As the Kongs travel through this giant maze, they will come up to many Banana Bunches, Tiki Buzzes, the letter O and even a Puzzle Piece! The Puzzle Piece, which is before the letter O, moves by itself along with the platforms, however it moves up and down out of the gap. So, on a nearby platform, the apes will have to roll-jump to it when it comes out of the gap and hover to the next nearest platform. The letter O now is below a moving platform that moves along with the clap in the beat of the music. There is a platform moving the opposite direction of the one with the letter O on it below it. The Kongs must now try to land on this platform beneath the one with the letter O and jump to the letter as it comes by them. Anyway, after traveling through this large maze of platforms, the Kongs will end up on the last moving platform in the area, which moves up and down. This platform can take the Kongs to a floor with two higher part of floors attached to it. The floor holds the Tutorial Pig hosting the second checkpoint. The first higher part of floor, which is really a platform on a raised part of floor holds a Buckbomb. The second higher part of floor, which is a floor as long as the first, holds a Buckbomb, a red Pyrobot, and a trail of six Bananas on it. Above this second higher part of floor is a Tiki Buzz that moves up and down with a special Banana Bunch above it. There is a lamp that can be jumped to for a Banana Bunch above the second higher part of floor. Anyway, the Kongs can jump onto this floor and activate the checkpoint. From here, they can jump to the first higher part of floor with the Buckbomb on it. It is best (my, Smashbro8's opinion) to land on the Buckbomb. Hovering to the enemy can help the Kongs land on it. If done successfully, the Buckbomb sits down and lights its fuse. From here, the apes can carry the enemy and jump to the second higher part of floor. Here, they can throw the enemy at the red Pyrobot. Woo! What you gotta say about that, sucka! Two enemies knocked out in one hit!!! Anyway, the Kongs can then jump on the Buckbomb on this second higher part of floor. After this has been done, the Kongs should pick up the enemy while it lights its fuse and throw it away from them. After this, the Kongs can head to the right edge of the floor. Here, they can find a group of five hammers that pound on small, round platforms. A hammer is above one small, round platform. So, therefore, there are five small, round platforms along with the five hammers. These hammers pound the platform in order. So, when the first hammer pounds its small, round platform, the second hammer pounds its small round platform. Then the third one pounds after the second one, the fourth one pounds after the third one, and the fifth one pounds after the fourth one. The process is then repeated after the fifth hammer rises. So, when the first hammer pounds and rises, the Kongs should jump on its platform and wait until the fourth hammer pounds. Now the Kong should quickly roll through this straight pathway of small, round platforms. After the fifth small, round platform with the fifth hammer above it, the Kongs can jump to a small floor with a blue object on a stand that can be pounded on for a collectible, most likely and a red Pyrobot on it. The Kongs can hover to and
Music Madness 2

The first, third and fifth hammers strike their platforms while the second and fourth prepare to strike their platforms after these ones. This is the group of five hammers and their platforms right before the letter N.

land on the Pyrobot to stun it, since there is no way to get rid of it here. Here, the Kongs can find another group of five hammers with their five small, round platforms in a straight path. However, these hammers strike their platforms in a way different order than the previous. Instead of being one after another, the order of these hammers is this. The first, third and fifth hammer will all strike at the same time, then the second and fourth hammers strike after these ones strike. So, when the first hammer strikes and rises, the Kongs should jump to its platform, which is strikes on. Here, they must wait for the second hammer to strike its platform and rise back up. When this hammer rises back up, the Kongs should quickly move onto its platform before the first hammer smashes them. Here, the Kongs must wait on the third hammer to smash its platform and rise back up. When this hammer rises up, the Kongs should move onto its platform quickly. Here, the Kongs should now wait on the fourth hammer to smash its platform and rise back up. When it rises, the Kongs can head onto its platform. Here, the Kongs must now wait for the fifth and final hammer of this group to smash its platform and rise. When it rises, the apes can head onto its platform. Here, the Kongs can find two platforms that move up and down with the beat of the music above a floor. These two platforms move in opposite directions after each clap is heard in the beat of the music. Between the two platforms high above them is the letter N. On the floor below the two platforms, there is a Buckbomb, a red Pyrobot, a light bulb that can be blown on for a collectible, most likely, and a trail of seven Bananas on it. The letter N can be collected if the Kongs jump to the first platform to the left of the letter N. Here, they should wait for the platform to move up to its highest point and then jump to the letter N. Now, on the floor, the Kongs should first try and get rid of the red Pyrobot. Do you know how to get rid of this nuisance? Yes, the Kongs should sit on it! No! The Kongs should smell it! No! The Kongs should take a sniper rifle and shoot its head off! Yeah, wish you could, but no. The Kongs should eat it! No! The Kongs should jump on it and throw it at the Pyrobot! Finally, the correct answer! Yep, the Kongs should jump on the Buckbomb and pick it up while it lights its fuse. Then, they should throw it at the red Pyrobot to get rid of it. After this has been done, we can now tell you that there is a secret here. If the Kongs head to the middle of this floor, they can notice that there is a gray part of floor among the red-colored floors. If the Kongs pound this gray part of floor, it flips, dropping them down to another gray platform. If the Kongs pound this gray platform, if flips, dropping them down through a Puzzle Piece, automatically collecting it, and into an Auto-Fire Barrel. The Auto-Fire Barrel fires the Kongs back up to the floor. Now from here, the Kongs can jump onto the moving platform moving up and down to the right of where the letter N was. Here, they can find a group of six hammers over a giant, vast gap. Each hammer pounds one small, round platform. Therefore there are six small, round platforms in this gap as well. These hammers act just like the first group, which had five hammers (they all smash their small, round platform one after another). However, the main difference between this group and the previous, first group is that the hammers in this group are more spaced out, giving the Kongs less time to get past them safely. The small, round platforms are no longer connected to each other in a straight path. They are separated from each other. Some small, round platforms are also higher or lower than others, forcing the Kongs to either jump to or drop down to the next small, round platform. So, when the first hammer pounds its platform and rises back up again, the Kongs should jump on its platform. Here, since the process is moving on, the apes can then jump to the second hammer's small, round platform. From here, the Kongs can see the third, fourth and fifth hammers, as well as their single platforms, which they pound on. Also, they can notice that the third and fourth hammers' platforms are below each other slightly to the right (basically, it is like a downward staircase). So do you know what this means. Yep, ROLLING TIME!!! WE GOIN TO ROLL (ROLL!, it's a background type-lyric)!! WE GOIN TO ROLL (ROLL!)!! WE GOIN TO ROLL (ROLL!)!! No, those aren't song lyrics, I, Smashbro8, made it up based off of Meek Mill's "Work". Don't tell Meek Mill I did that though! Anyway, the Kongs can roll down off the second small, round platform until they reach the fourth small, round platform, which is under the fourth hammer. Here, the fifth hammer can once again be seen along with its platform and the sixth hammer can also be seen after it. However, do you know why you had to stop the Kongs from proceeding their "rolling down the hill" adventure? Well, first of all look at the fifth and sixth hammer's platform. You should notice that the fifth small, round platform is above the fourth small round platform (which the Kongs are on) slightly to the right, and the sixth small, round platform is above the fifth small, round platform slightly to the right. So basically, the Kongs would have to jump to the fifth platform and to the sixth platform, or else they will fall into the abyss. So, if the player thought the Kongs can roll to the fifth small, round platform, he/she is wrong. When you lose an Extra Life Balloon, you already know you made the wrong move! Anyway, since this part is a little harder to get past than the previous three platforms, the Kongs should jump to the fifth small, round platform quickly. From here, they should quickly jump on the sixth hammer's small, round platform. Here, the hammers should be coming after the Kongs (pounding in order, nearing the Kongs as it
MusicMadness265-1-

The Kongs jump to the left raised part of floor connected to the lower floor with the third checkpoint on it. Aw man, and those yellow and red, bottle-shaped mechanisms couldn't even be seen! But wait, there are some pictures that show them in action below!

moves from one hammer to the next). So, before the Kongs get smashed by the sixth hammer, they should jump to a floor made up of two raised part of floors and a lower floor in the center. The left raised part of floor has a lamp that can be jumped to for a collectible, most likely. The raised part of floor on the right holds a Buckbomb and a light bulb that can be blown on for a collectible, most likely. The lower floor in the center of the two raised part of floors holds the Tutorial Pig hosting the THIRD CHECKPOINT! DANG, HOW MANY CHECKPOINTS ARE IN THIS LEVEL!! Well, let's see. Anyway, after the Kongs hit the checkpoint, they can jump to the raised part of floor on the right. They should try to at least land on the Buckbomb, so that it cannot hurt them. Hovering can help the Kongs land on this nuisance. Now, when done correctly, the apes can pick up the enemy as it lights its fuse and throw that piece of garbage away from them. Buckbombs...smh, NASTY!!! Sorry Buckbombs, but you all have no swag. And you female ones have no butt or titties (breasts), lol (internet slang for laughing out loud)! This stuff is a joke, don't take it seriously!!! By the way, how do we know if they are male or female, anyway?! Anyway, after getting rid of this enemy, the Kongs can see a large gap full of red and yellow, bottle-shaped mechanisms. So, what's up with these? Well, don't jump on the first yellow bottle-shaped machinery just yet. Let's instead, watch these two mechanisms,(one yellow, one red; there are more in this gap, but only two can be seen from the raised part of floor on the right) perform their actions. Well, if the apes just sit and listen to the beat of the music, they can notice that the visible yellow and red, bottle-shaped mechanisms spout out something after every clap in the music's beat. The yellow, bottle-shaped mechanism spouts out water and the red, bottle-shaped mechanism spouts out fire. WHAT!! THAT'S WATER....IT LOOKS LIKE A SPOUT OF BLUE SMOKE!!! Yeah, you are right about that but it is water. Before the Kongs jump to the first yellow, bottle-shaped mechanism, which has a Banana Bunch above it, let me tell you what these mechanisms do to the Kongs when they are spouting out their classical elements (Classical elements are elements that include air, water, fire and earth. They are often seen in certain magical movies or videogames. This is my, Smashbro8's own definition, not one from a website). The yellow, bottle-shaped mechanisms, which spit out water in a geyser-like (upwards) form, raise the Kongs all the way to the top of them. So, basically, the Kongs are raised upwards to the top of the spout of water when the yellow, bottle-shaped mechanisms spout water, helping the Kongs reach high areas. However, red, bottle-shaped mechanisms are the opposite of helpful. If the Kongs ever stand on or jump to a red, bottle-shaped mechanism while it is spitting out an upwards stream of fire, they will get burnt and lose a Heart. But do you know why they are called bottle-shaped (according to what I, Smashbro8, think)? Well, they are shaped like the 20 oz bottles of Coca-Colaand Sprite, but that's another story. Anyway, now the Kongs can jump to the yellow, bottle-shaped mechanism. They can jump to it regardless of if it is spouting out water or not, unlike the red, bottle-shaped mechanisms (and this goes for all yellow, bottle-shaped mechanisms). Here, the Kongs should wait for the red, bottle-shaped mechanism after this to spout out fire and stop. If the yellow, bottle-shaped mechanism the Kongs are on spouts out water, don't panic. You won't die unless you accidentally make a move and end up falling into the abyss below. Anyway, when the red, bottle-shaped mechanism stops spouting out fire, the Kongs should quickly jump to it. Here, a yellow, bottle-shaped mechanism can be seen after this red one, which the Kongs are on. However, a Tiki Buzz flies up and down between the two mechanisms. Oooh, look's like you got a challenge here, just kidding! Anyway, quickly and carefully, before they get burnt by the red, bottle-shaped mechanism's flames, the Kongs should jump to the yellow, bottle-shaped mechanism regardless if it is spouting out water or not. Here, the Kongs can see another red, bottle-shaped mechanism after the yellow one, which they are on. The Kongs should patiently wait for the red, bottle-shaped mechanism to spit out flames and stop. As they wait, the yellow mechanism they are on will probably spit out water. If it does so, the Kongs should stay still, for the player does not want to lose an Extra Life Balloon for foolishness. They can get lifted up to a Banana Bunch. Anyway, when the red, bottle-shaped mechanism stops spitting out painful, burning-hot flames, the Kongs should jump to it. One last yellow-bottle-shaped mechanism is in this area, before the Kongs head to some more platforms moving up and down with the beat of the music. However, that does not mean that this is the end of the red and yellow, fire and water-shooting, bottle-shaped mechanisms for that is not true. Anyway, this last yellow, bottle-shaped mechanism of the area before the moving platforms is located right after the red, bottle-shaped mechanism the Kongs are on. Before it is a Tiki Buzz. Ugh, another challenge! Anyway, the Kongs should quickly and carefully jump to this yellow, bottle-shaped mechanism. Here, the Kongs can see a platform moving up and down along a zip's track-like track after every clap in the beat of the music. Another platform moving up and down in the opposite direction of it is to the right of it. Between these two platforms the Kongs can find two bottle-shaped mechanisms. The one above the platforms is a red, fire-shooting, bottle-shaped mechanism, and the one below the platforms is a yellow, water-shooting, bottle-shaped mechanism. Between the two bottle-shaped mechanisms is the letter G, which is constantly being burned or sprayed depending on which bottle-shaped mechanism is firing (remember, yellow and red mechanisms NEVER spout together, each one has a turn). So, when the first platform, which is to the left of the letter G, gets near them, the Kongs should jump to it. Here, they should move to the left edge of the platform and stand still, for some of the right edge of the platform gets burned by the red, bottle-shaped mechanism above it when it fires. So, if the Kongs stood on the right edge, they could get burned by the red, bottle-shaped mechanism's flames, causing them to lose a Heart. Anyway, the Kongs should wait for the red, bottle-shaped mechanism to stop firing flames and also for the next platform to reach a point where it can be jumped to. When this point comes, the Kongs can jump to the letter G, and hopefully land on the next platform. However, a better way is to let the yellow, bottle-shaped mechanism spout them up towards the letter G and quickly jump to the next platform. Both strategies work, however, one is easier and safer than the other. Anyway, this next platform can carry the apes up to a floor with a long trail of Bananas going from its left edge, all the way to its right edge. Two Buckbombs walk on this floor as well. A light bulb is to the right of a gray platform in the center of the floor, and it can be blown on for a Heart. Also, there are two moving platforms that move left to right along with the beat of the music above the floor. Above these moving platforms, there are two red, fire-shooting, bottle-shaped mechanisms (one on the right, one on the left) that shoot flames along with the beat of the music. These flames are hazards on the floor. This is because they are so long that they nearly touch the floor, burning the Kongs if they touch them! Wow, that's terrible! Below each of the red, bottle-shaped mechanisms is a Banana Coin, and between the two Banana Coins is a lamp that can be reached by jumping to it from the moving platforms. It gives the Kongs a Banana Coin if jumped to and hit. So it turns out that this area is pretty strange indeed. Don't you agree sir, or madam? Anyway, when the moving platform the Kongs are on, which is right after the letter G nears this floor, the apes can jump to it. OK, we're here. Lot's of traveling guys, where's the Hilton Hotel? Lol, anyway, what is the first thing we should do master?! We should first eye those Buckbombs. Yeah, those nasty, buck naked, rotten creatures are our targets! So, what's the thing we do with Buckbombs?! We shoot it! *Sigh*, no we don't. We poison it! We scare it! We fart on it! Yuck, no! We cook it! NO, NO, NO!! WE JUMP ON IT, WE JUMP ON IT!!! THEN WE PICK UP THE ENEMY AND THROW IT AWAY, AS IF WE ARE GARBAGEMEN!!! Anyway, as the "rainforest story" (directly to the left) says, we should jump on the enemy. But, there's another Buckbomb walking on the floor too. Well, the Kongs should now pick up the enemy as it lights its fuse and throw it right into the Buckbomb or near the Buckbomb. This ends up wiping away both enemies, regardless of which way is used. After the enemies have been wiped away, The Kongs should notice the gray platform in the center of the floor. If the Kongs head to this gray platform and pound it, it flips, dropping them down into a skull Barrel Cannon (skull Barrel Cannons/Auto-Fire Barrels explode/destroy themselves after firing the Kongs). The skull Barrel Cannon ends up firing the Kongs into a large room that is not a Bonus Room. The Kongs land on a large floor with a giant, glowing, red switch in the middle of it. To the left and right of
Music Madness 3

The Kongs jump on the giant, glowing, red switch in the room with the Rocket Switch.

the switch near the walls, there are yellow signs with a plug and outlet on them. Also, a giant plug with an EVEN BIGGER outlet above it in the background, and the two are not into each other. Where on earth are we! HELP, GET US OUT OF HERE!!! No, think. BUT, I DON'T GET THIS!!! Calm down, mon! The Kongs should jump on the giant, glowing, red switch and pound it. The giant plug in the background will move up into its outlet above it. Some stuff gets powered up before a skull Barrel Cannon comes down from above and stops right above the activated switch (or the Kongs if they are on the switch). But do you know what you have just done? Well, you've activated the final switch to power up the rocket in Lift-off Launch (if you have activated the hidden Rocket Switches in Cog Jog and Switcheroo). So, when you complete this level for the first time (only if the switches in Cog Jog and Switcheroo have been activated), Lift-off Launch should be unlocked. Anyway, since there is nothing else to do (Shaking my head, BORING!) in here, the Kongs should jump in the skull Barrel Cannon and blast out of here. The Kongs should end up back on the gray platform they pounded to get here, however if it is pounded again, the skull Barrel Cannon will blast the Kongs back onto it. So, no more of that secret room (but the picture above can help bring back memories). So is the room...dead?? No, it is R.I.P.! False, forget about that room and focus children! Oh, may the room be blessed in the Heavens... Anyway, the Kongs should first wait for the red, bottle-shaped mechanism above them to spout fire and stop. When it stops, the apes can head past it to the right edge of the floor. Here, the Kongs can find a gap with moving platforms and yellow, bottle-shaped mechanisms. Right next to the Kongs is a yellow, bottle-shaped mechanism. Above it is a moving platform that moves left to right with the beat of the music. To the right of this moving platform is another yellow, bottle-shaped mechanism with another moving platform above that mechanism. However, before the Kongs jump to the first yellow, bottle-shaped mechanism, the Kongs should watch both yellow, bottle-shaped mechanisms perform. If they watch them for a while, they can notice that these mechanisms do not follow the beat of the music and they fire constantly. However, the moving platforms do move after every clap in the beat of the music. So, the Kongs should jump on the first yellow, bottle-shaped mechanism. They should wait until they get lifted right onto the moving platform (this takes a while, it may or may not happen the first time). Also, the previous moving platform under the second red, bottle-shaped mechanism above the floor can help the Kongs reach this moving platform (if they jump off it and hover to it). On this moving platform, the Kongs should wait for the moving platform to near the next yellow, bottle-shaped mechanism. When the platform nears the mechanism, the Kongs should jump to it. Here, they should wait until the yellow, bottle-shaped mechanism blasts them up toward the moving platform and it catches them or where the apes can move to it. On this moving platform, the Kongs can find a drum platform being pounded on by a hammer. On this platform's left and right edges, there are two Bananas. The Kongs should jump on this drum platform's left edge and go no further. Here, they should wait for the hammer to pound once more and rise after the next clap in the beat. When the hammer rises, the Kongs should roll or run past this hammer and stop at the drum platform's right edge. Here, the Kongs are right at the beginning of a strange area with many different-colored mechanisms. Three platforms are after this drum platform and they resemble the brown platforms from Cog Jog that make that noise when stepped on. Yeah, you could call both platforms (the ones in Cog Jog and the ones in this level, Music Madness) switch platforms since they do look like they are on levers, however, they do not activate anything. Above the middle (second) platform is a Banana Bunch with a lamp that can be jumped to for a collectible, most likely, above it. Below this middle (second) platform, there is a yellow, bottle-shaped mechanism squished between two platforms. No, no Puzzle Piece is here, so don't get excited. So why would the developers put something that makes no sense to go to? We don't know. However, there is a lower part of floor beside the two platforms that surround that yellow, bottle-shaped mechanism on both sides and they hold Banana Coins. If you're that crazy over Banana Coins, you can go here for them. Anyway, there is a red, bottle-shaped mechanism above the first and third platform, as well as a yellow, bottle-shaped mechanism to the right of the third platform. Above this yellow, bottle-shaped mechanism slightly to the right, there is a Barrel Cannon. Also, the red, bottle-shaped mechanisms spit out flames after every clap in the beat, however, all the yellow, bottle-shaped mechanisms in this area do not (even though all of them do not spout out water at the same time). Anyway, the Kongs should jump on the first platform as soon as the red, bottle-shaped mechanism above it stops spitting out deadly flames. Here, the Kongs can quickly jump to the
Music Madness 4

The Kongs stand on the second platform in this area before the giant hammer area. Hmmm...wonder what that area is like? But as you can see in the picture, a red and yellow bottle-shaped mechanism can both be seen spouting out their classical elements. Doesn't that water coming from the yellow, bottle-shaped mechanism look like bluish-white smoke, and don't those platforms resemble the brown platforms in Cog Jog?

second platform. Yeah, they can see that nonsense beneath them, ugh (we are talking about the yellow, bottle-shaped mechanism between two platforms)! Lol, anyway, the Kongs should wait for the red, bottle-shaped mechanism above the third platform to stop spitting out flames. Oh, I can stop it...STOP SPITTING OUT FLAMES YOU DARN, STUPID MECHANISM!! Uhhh, that really doesn't help at all. You must be patient, it is in the Bible! Anyway, when the mechanism stops spitting out flames, the Kongs should jump to the third platform. Here, the Kongs can then jump to the next yellow, bottle-shaped mechanism. Here, if the Kongs wait for them to get blasted upwards by the spout of water from this yellow, bottle-shaped mechanism and move right, they can head into the Barrel Cannon. Here, part of a giant drum platform with a TREMENDOUS hammer pounding it can be seen. If the Kongs see this hammer coming by, the apes should not fire to it. They should instead wait for the hammer to come out of view. Anyway, when the hammer goes out of view, the Kongs should fire to this giant drum platform. Here, they can really see how big this platform and its hammer is. YEP, THOSE ARE SOME PRETTY DARN HUGE HAMMERS!!! This hammer moves left to right also above this giant drum platform. So, first the Kongs should quickly position themselves next to the hammer, not under it! No, scratch that. The Kongs should roll past the hammer quickly before it pounds the giant drum platform. Here, they can end up to the right side of the drum platform, where another giant drum platform being pounded on constantly by a giant hammer can be seen above the Kongs to the right. Now when the hammer pounds again, the Kongs can see how hard these hammers pound these giant drum platforms. The Kongs will be launched so high in the air that they can hover to the next giant drum platform. Here, the Kongs should quickly roll past the giant hammer (unless it is on the right side; if it is on the right side, the Kongs can let it pound and hover/move right over the hammer when it launches them in the air). The Kongs should now wait for the hammer to pound once more. When it pounds, the apes can hover to another giant drum platform after they are launched into the air. Here, the Kongs should quickly roll past the hammer if they can (if they cannot, they should let the hammer launch them into the air and hover/move right over the hammer) and head to the right side of the giant drum platform. Here, the Kongs should let the hammer pound once more, where they can hover to the right to reach another final, giant drum platform. Here, the Kongs can see the level's Slot Machine Barrel above the middle of the drum platform. The Kongs should quickly let the giant hammer here
Music Madness 5

The Kongs have been launched into the air off a large drum platform by a giant hammer.

pound the platform near the Kongs, which can bounce them into the level's Slot Machine Barrel, if they can. If they cannot, they should use the strategy above to get over it and repeat the process. When the Slot Machine Barrel is reached and hit, the level is complete! Ah man, that was too fun (my, Smashbro8's opinion)! YOU MEAN IT'S OVER!!! COME ON MAN!!! WE NEED MORE OF THIS!!! AH, FORGET IT!!! Wonder what Lift-off Launch is like......

Secrets


K-O-N-G Letters

  • K: Near the end of the drum platforms with their hammers and the cymbal-shaped hammers and their tambourine-shaped platforms, the Kongs can see the letter K above the second cymbal-shaped hammer. If the Kongs head into the gap before this cymbal-shaped hammer with the letter K and its tambourine-shaped platform, they can get caught in a hidden Auto-Fire Barrel which can fire the Kongs upwards. If the Kongs move right after being fired, they can land on the cymbal-shaped hammer with the letter K on it. Here, the Kongs can collect the letter K and then jump to a floor after it.
  • O: The letter O is in the giant maze of moving platforms, the Kongs can find the letter O beneath a moving platform. If the Kongs jump to this platform with the letter O from the platform beneath it, they can collect the letter O.
  • N: The letter N is between two moving platforms after the second set of five hammers and their small, round platforms after the second checkpoint. By jumping off the moving platforms, the apes can reach the letter N.
  • G: The letter G is located between two moving platforms. There is a red, bottle-shaped mechanism above it and a yellow, bottle-shaped mechanism beneath it. So, the Kongs should wait for the yellow, bottle-shaped mechanism to spout out water and use it to reach the letter G.

Puzzle Pieces

  1. MusicMadness365-1-

    The Kongs in the level's only Bonus Room.

    At the beginning of the level, the Kongs should head backwards and pull a vine of an angry, devilish-looking, gold vine statue. This opens a door that reveals a room/alcove with a Puzzle Piece in it.
  2. Right before the checkpoint, the apes can high bounce off a nearby Tiki Buzz as soon as the nearest cymbal-shaped hammer pounds its tambourine-shaped platform. If this is done correctly, the apes can end up on top of this cymbal-shaped hammer's platform. Here, if the Kongs jump to the next cymbal-shaped hammer's platform, they can jump to one last cymbal-shaped hammer's platform. On this last cymbal-shaped hammer's platform, the Kongs can find an Auto-Fire Barrel that can fire them into a Bonus Room. Here, the Kongs must collect fifty-seven Bananas, two Banana Coins and an Extra Life Balloon using a moving Banana Cannon. If everything is collected within thirty-seconds, a Puzzle Piece appears.
  3. In the giant maze of moving platforms, the apes can find a Puzzle Piece moving in and out of a gap near the bottom of the screen after every clap in the beat of the music. If the Kongs roll-jump off a nearby platform to the left of the Puzzle Piece (when the Puzzle Piece comes into view) the Kongs will collect it.
  4. A blue object on a stand can be found after the first set of five hammers after the second checkpoint. If the apes pound this blue object, it jumps off the stand and explodes, releasing a Puzzle Piece.
  5. If the Kongs pound a gray platform in the floor beneath the letter N, they can pound another gray platform. After this has been done, the Kongs will fall through the Puzzle Piece and into an Auto-Fire Barrel that fires them upwards back onto the floor.

Rocket Switch

  • Music Madness Hidden Switch Entrance

    The Kongs have pounded the gray platform on the floor right after the letter G. This takes them into the skull Barrel Cannon that can fire the Kongs into the room with the Rocket Switch in it. Also, a red, bottle-shaped mechanism can be seen in action and the farther yellow, bottle-shaped mechanism is about to start spouting water (note: the blue dot above it, which is water).

    If the Kongs pound the gray platform in the floor right after the letter G, they can enter a hidden skull Barrel Cannon, which fires them into a large room. Here, the Kongs can land on a floor with a giant red switch on it. A giant plug with an EVEN BIGGER outlet above it can be seen in the background. If the Kongs jump on this giant, glowing, red switch and pound it, the giant plug moves up into the outlet above it. This powers up some stuff before a skull Barrel Cannon appears above the Kongs, which can fire them out of the room. The Kongs have pounded the last switch before Lift-off Launch, and most likely, the rocket in that level should be fully powered (unless the switches in Cog Jog and/or Switcheroo have not be pounded yet).


Trivia

  • At the end of the level, the Kongs can find giant hammers that pound giant drum platforms. These hammers can launch the Kongs EXTREMELY HIGH, and we're not talking high like in the yellow, bottle-shaped mechanisms. We're talking high as if they are being launched into space! Anyway, every time Lift-off Launch is launched, he makes sounds that sound similar to his cheers in Mario Kart Wii.

A Message from Your Author

Once again, it is your author, Smashbro8. Do you guys remember how Switcheroo had, or should I say "has", so much jokes and stuff in it? That is what I call pizzazz, and Music Madness also has a lot too. Don't think of the jokes the wrong way, for I only add pizzazz to make these pages more interesting and entertaining to read. Yeah, we all like jokes and style in our writing. The jokes, however, do not mess up the level itself, for I don't add jokes and no way of how to do this and how to do that. I combine the two together to make a nice, entertaining, interesting manual for you to use whenever you need it. So, please do not erase these jokes, for writing does not some jokes and some style in it. Also, don't forget to check out the other levels in DKCR, as well as some other game's stuff (what I mean by stuff is levels, enemies, worlds, galaxies, items, courses, etc). And also, don't forget to come back soon for more! We can help you!

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