1. 2 dan. The diagonal fuseki makes this look a little odd, and jumping right into the corner at 9 seems a little early to me, though it IS a large knight's response. I'm pretty sure black can safely tenuki from the lower right, though I imagine he'd still like sente to come back. All in all, nothing too off-base here.
2. 16 kyu. (Watch, this will turn out to be a pro game). From my unscientific observation, I don't see DDks open with 3-3 often--usually I see it from people who are experimenting. But, 7 is weird. I don't see black getting securable influence out of it. Also, I would think a 12kyuish player would habitually enclose the 3-4 before approaching (though this isn't saying the approach is wrong).
3. 5 dan. Why, you ask? White 6 is obviously weird but, for some reason, White 8 and 10 seem to reflect an deep experimental strategy. I haven't read it out, obviously, but I'm going with my gut on this. So, 5 dan it is.
4. 4 kyu. Again, a bit of an odd fuseki, but it has some principled basis, I think. White's approach seems reasonable on some level, but the upper left might become urgent afterwards.
5. 3 dan. I couldn't decide between 12 kyu and 3 dan. . Through these moves, black shows an enormous moyo strategy. Black 5 and White 6 are odd, but not unplayable. Black 7 is what tells me "12 kyu," and the non-pincer at 9 might tell me the same. Low confidence about this one.
6. 16 kyu. Black 5 is weird, but whatever. White 6, though... I just can't imagine the reasoning for this, and the moves through 10 seem to fight over 7 points in the opening.
7. 5 kyu. I think I understand the thought behind black 9 -- Black doesn't want to be one-space-low-pincered with the small knight's move approach, so black chooses this one-perhaps thinking white might defend the corner. But, I dunno.
8. 5 dan. Why? because it seems intentionally random, as if there is an express or implied agreement not to play fuseki/joseki moves. At the same time, both players are in playable positions.