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|developer=[[Retro Studios]]<br>[[Nintendo SPD Group No.3]]
|developer=[[Retro Studios]]<br>[[Nintendo SPD Group No.3]]
|publisher=[[Nintendo]]
|publisher=[[Nintendo]]
|release='''Original release:'''<br>{{release|USA|November 21, 2010<ref>[http://wii.gamespy.com/wii/donkey-kong-country-returns Donkey Kong Country Returns]. ''GameSpy''</ref>|Australia|December 2, 2010|Europe|December 3, 2010|Japan|December 9, 2010|HK|December 9, 2010|ROC|December 9, 2010}} '''[[Nintendo Selects#Wii|Nintendo Selects]]:'''<br>{{release|Europe|October 18, 2013|Australia|August 27, 2015|USA|March 11, 2016}} '''Wii U (digital download):'''<br>{{release|Japan|January 21, 2015|Europe|January 22, 2015<ref>Philips, Tom (January 14, 2015). [http://www.eurogamer.net/articles/2015-01-14-mario-galaxy-2-metroid-prime-trilogy-headed-to-wii-u-eshop ''Mario Galaxy 2'', ''Metroid Prime'' Trilogy headed to Wii U eShop]. Eurogamer. Retrieved January 14, 2014.</ref>|Australia|January 23, 2015<ref>https://themushroomkingdom.net/games/dkcr</ref>|USA|March 31, 2016 (My Nintendo)|USA|September 22, 2016 (public)}}'''Nvidia Shield TV:'''<br>{{release|China|July 4, 2019<ref>https://weibo.com/6048193311/HBWXg5VEe</ref>}}
|release='''Original release:'''<br>{{release|USA|November 21, 2010<ref>[http://wii.gamespy.com/wii/donkey-kong-country-returns Donkey Kong Country Returns]. ''GameSpy''</ref>|Australia|December 2, 2010|Europe|December 3, 2010|Japan|December 9, 2010|HK|December 9, 2010|ROC|December 9, 2010}} '''[[Nintendo Selects#Wii|Nintendo Selects]]:'''<br>{{release|Europe|October 18, 2013|Australia|August 27, 2015|USA|March 11, 2016}} '''Wii U (digital download):'''<br>{{release|Japan|January 21, 2015|Europe|January 22, 2015<ref>Philips, Tom (January 14, 2015). [http://www.eurogamer.net/articles/2015-01-14-mario-galaxy-2-metroid-prime-trilogy-headed-to-wii-u-eshop ''Mario Galaxy 2'', ''Metroid Prime'' Trilogy headed to Wii U eShop]. Eurogamer. Retrieved January 14, 2014.</ref>|Australia|January 23, 2015<ref>https://themushroomkingdom.net/games/dkcr</ref>|USA|March 31, 2016 (My Nintendo)|USA|September 22, 2016 (public)}}'''Nvidia Shield:'''<br>{{release|China|July 4, 2019<ref>https://weibo.com/6048193311/HBWXg5VEe</ref>}}
|genre=[[Genre#Platform|Platformer]]
|genre=[[Genre#Platform|Platformer]]
|modes=Single-player, Multiplayer cooperative
|modes=Single-player, Multiplayer cooperative
|ratings={{ratings|esrb=E|pegi=3|cero=A|acb=G|usk=0}}
|ratings={{ratings|esrb=E|pegi=3|cero=A|acb=G}}
|platforms=[[Wii]], [[Wii U]], {{wp|Nvidia Shield TV}} (Mainland China only)
|platforms=[[Wii]], [[Wii U]], {{wp|Nvidia Shield}}
|media={{media|wii=1|wiiudl=1}}
|media={{media|wii=1|wiiudl=1}}
|input={{input|wiimote=1|nunchuk=1}}
|input={{input|wiimote=1|nunchuk=1}}
}}
}}
'''''Donkey Kong Country Returns''''' is a side-scrolling {{wp|2.5D}} [[Genre#Platform|platform]] game developed by [[Retro Studios]] and released for the [[Wii]] in [[List of games by date#2010|2010]]. It is the fourth game in the [[Donkey Kong Country (series)|''Donkey Kong Country'' series]] and a reboot. The game stars [[Donkey Kong]] and [[Diddy Kong]], who must recover the [[banana hoard]] from a new group of villains, the [[Tiki Tak Tribe]]. In [[List of games by date#2014|2014]], a sequel was released for the [[Wii U]], titled ''[[Donkey Kong Country: Tropical Freeze]]''.
'''''Donkey Kong Country Returns''''' is a side-scrolling {{wp|2.5D}} [[Genre#Platform|platform]] game developed by [[Retro Studios]] for the [[Wii]] in [[List of games by date#2010|2010]]. It is the fourth game in the [[Donkey Kong Country (series)|''Donkey Kong Country'' series]] and a reboot. The game stars [[Donkey Kong]] and [[Diddy Kong]], who must recover the [[banana hoard]] from a new group of villains, the [[Tiki Tak Tribe]]. In [[List of games by date#2014|2014]], a sequel was released for the [[Wii U]], titled ''[[Donkey Kong Country: Tropical Freeze]]''.


In [[List of games by date#2013|2013]], the game was [[Reissue#Ports|port]]ed to the [[Nintendo 3DS]], titled ''[[Donkey Kong Country Returns 3D]]''. The original Wii game was later released for digital download on the [[Nintendo eShop#Wii U|Nintendo eShop]] for the Wii U on January 21, [[List of games by date#2015|2015]] in Japan and on January 22, 2015 in Europe. On March 31, [[List of games by date#2016|2016]], the digital re-release was made available in North America exclusively for [[My Nintendo]] users. The game was later made publicly available on the North American Wii U eShop on September 22, 2016. The digital re-release was eventually removed from the Wii U eShop worldwide after its discontinuation on March 27, 2023, making it no longer possible for players to purchase the game. However, players who purchased the title before this date can still play it as long as it is on their Wii U device.
In [[List of games by date#2013|2013]], the game was [[Reissue#Ports|port]]ed to the [[Nintendo 3DS]], titled ''[[Donkey Kong Country Returns 3D]]''. The original Wii game was later released for digital download on the [[Nintendo eShop#Wii U|Nintendo eShop]] for the Wii U on January 21-22, [[List of games by date#2015|2015]] in all regions except North America. On March 31, [[List of games by date#2016|2016]], the digital re-release was made available in North America exclusively for [[My Nintendo]] users. The game was later made publicly available on the North American Wii U eShop on September 22, 2016.
 
On July 4, [[List of games by date#2019|2019]] at approximately 9 pm UTC+8, the game was silently released on the Chinese {{wp|Nvidia Shield (set-top box)|Nvidia Shield}} store without any prior notice from Nvidia's Chinese website or its social media accounts. Unlike the other Wii/[[Nintendo GameCube|GameCube]] ports, this game was never advertised by Nvidia and was only known to exist by approval information from government websites. Nvidia eventually posted about the game on July 12 at 3:13 pm UTC+8.<ref>https://weibo.com/6154885380/HD7PcEM2g</ref>


On July 4, [[List of games by date#2019|2019]] at approximately 9 pm UTC+8, the game was silently released on the Chinese {{wp|Nvidia Shield TV}} store without any prior notice from Nvidia's Chinese website or its social media accounts. Unlike the other Wii/[[Nintendo GameCube|GameCube]] ports, this game was never advertised by Nvidia and was only known to exist by approval information from government websites. Nvidia eventually posted about the game on July 12 at 3:13 pm UTC+8.<ref>https://weibo.com/6154885380/HD7PcEM2g</ref>
==Story==
==Story==
{{quote2|Can't a tired old ape take a nap around here?? A bunch of shifty-eyed musical miscreants just kicked our volcano into overdrive and took over Donkey Kong Island! Enough with the noise, already! These rhythmic rabble-rousers are up to no good. They've been putting some kind of musical mojo on all our animal buddies and toting off every banana in sight. And get this: they've even gone after Donkey Kong's secret hoard! Nothing burns that boy's biscuits like someone messing with his precious bananas! Just what do they want with all those stolen bananas? Back in my day, I'd take care of this mysterious predicament without breaking a sweat, but Donkey Kong and his little pal Diddy Kong are all worked up and ready for action. If anybody can run, jump, cling, and swing to the bottom of all this banana burglary, it's those two!|[[Cranky Kong]]|''Donkey Kong Country Returns'' manual}}
{{quote2|Can't a tired old ape take a nap around here?? A bunch of shifty-eyed musical miscreants just kicked our volcano into overdrive and took over Donkey Kong Island! Enough with the noise, already! These rhythmic rabble-rousers are up to no good. They've been putting some kind of musical mojo on all our animal buddies and toting off every banana in sight. And get this: they've even gone after Donkey Kong's secret hoard! Nothing burns that boy's biscuits like someone messing with his precious bananas! Just what do they want with all those stolen bananas? Back in my day, I'd take care of this mysterious predicament without breaking a sweat, but Donkey Kong and his little pal Diddy Kong are all worked up and ready for action. If anybody can run, jump, cling, and swing to the bottom of all this banana burglary, it's those two!|[[Cranky Kong]]|''Donkey Kong Country Returns'' manual}}
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==Gameplay==
==Gameplay==
''Donkey Kong Country Returns'' plays similarly to the earlier ''Donkey Kong Country'' installments. The player controls Donkey Kong and Diddy Kong, who can use various moves such as [[jump]]ing and [[Roll Attack|roll]]ing to defeat enemies and progress in a level. Some abilities were newly introduced in the game. The Kongs can perform [[cling]]ing to move across [[climbing grass|green surfaces]]. The [[Ground Pound]] move involves Donkey Kong hitting the ground, which he must do on certain objects, such as switches, to progress in the level.
''Donkey Kong Country Returns'' plays similarly to the earlier ''Donkey Kong Country'' installments. The player controls Donkey Kong and Diddy Kong, who can use various moves such as [[jump]]ing and [[Roll Attack|roll]]ing to defeat enemies and to progress in a level. Some abilities were newly introduced in the game. The Kongs can perform [[cling]]ing to move across [[Climbing Grass]]. The [[Ground Pound]] move involves Donkey Kong hitting the ground, which he must do on certain objects, such as switches, to progress in the level.


Unlike the previous ''Donkey Kong Country'' titles, Donkey Kong and Diddy each have two hearts to represent their health status. If both Kongs are together, the health counter has a total of four hearts, two per Kong. When a Kong touches an enemy or spikes, they lose one heart. If the Kongs lose all of their hearts, they lose an [[extra life]]. If the Kongs crash into an object while riding a [[Rocket Barrel]] or a [[Mine Cart]], get hit by waves in the level [[Tidal Terror]], or fall into a [[pit]], water, or [[lava]], they instantly lose a life. If Donkey Kong and Diddy lose all of their lives, the player gets a [[Game Over]].
Unlike the previous ''Donkey Kong Country'' titles, Donkey Kong and Diddy each have two hearts to represent their health status. If both Kongs are together, the health counter has a total of four hearts, two per Kong. When a Kong touches an enemy or spikes, they lose one heart. If the Kongs lose all of their hearts, they lose an [[extra life]]. If the Kongs crash into an object while riding a [[Rocket Barrel]] or a [[Mine Cart]], get hit by waves in the level [[Tidal Terror]], or fall into a [[pit]], water, or [[lava]], they instantly lose a life. If Donkey Kong and Diddy lose all of their lives, the player gets a [[Game Over]].
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The Kongs can get an extra life if they collect 100 [[banana]]s or a [[Red Balloon]], or by jumping on eight consecutive enemies in a row (just like the ''[[Super Mario (series)|Super Mario]]'' series). [[Banana Coin]]s are another common item throughout the levels, and they allow the Kongs to purchase items from [[Cranky Kong's Shop]]. [[KONG Letters|K-O-N-G Letters]] also return in every level, and they are mandatory to collect for a perfect completion score. The game introduces [[Puzzle Piece (Donkey Kong Country series)|Puzzle Piece]]s, a few of which appear in every regular level. If the Kongs collect every Puzzle Piece in a level, the player unlocks something in the Extras menu.
The Kongs can get an extra life if they collect 100 [[banana]]s or a [[Red Balloon]], or by jumping on eight consecutive enemies in a row (just like the ''[[Super Mario (series)|Super Mario]]'' series). [[Banana Coin]]s are another common item throughout the levels, and they allow the Kongs to purchase items from [[Cranky Kong's Shop]]. [[KONG Letters|K-O-N-G Letters]] also return in every level, and they are mandatory to collect for a perfect completion score. The game introduces [[Puzzle Piece (Donkey Kong Country series)|Puzzle Piece]]s, a few of which appear in every regular level. If the Kongs collect every Puzzle Piece in a level, the player unlocks something in the Extras menu.


The level [[checkpoint]]s are each represented by a [[Professor Chops|Tutorial Pig]] at a booth, with some levels having more than one checkpoint. If the Kongs lose eight lives in a level, the Tutorial Pig gives them the option of using [[Super Kong]], who automatically plays through the level. However, none of the collected items are added to the inventory, and when Super Kong completes a level, it stays red from the overworld unless Donkey Kong and Diddy complete it themselves, causing it to turn blue.
The level [[checkpoint]]s are each represented by a [[Tutorial Pig]] at a booth. Some levels have more than one checkpoint. If the Kongs lose eight lives in a level, a Tutorial Pig gives them the option of using [[Super Kong]], who automatically plays through the level. However, none of the collected items are added to the inventory, and when Super Kong completes a level, it stays red from the overworld unless Donkey Kong and Diddy complete it themselves, causing it to turn blue.
 
===Modes===
===Modes===
====1 Player====
====1 Player====
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====Mirror Mode====
====Mirror Mode====
[[File:JungleHijinxs-Mirror-DKCR.png|thumb|upright=1.4|Jungle Hijinxs in Mirror Mode]]
[[File:JungleHijinxs-Mirror-DKCR.png|thumb|upright=1.4|right|Jungle Hijinxs in Mirror Mode]]
The treasure of the Golden Temple is a mirror, which unlocks Mirror Mode. In this mode, level layouts are completely mirrored, and players cannot use inventory items or Diddy Kong. As a result, no multiplayer feature is available during this mode. To add to the difficulty, Donkey Kong only gets one hit point, and as such, all recovery hearts are removed. Clearing all the levels in Mirror Mode will unlock some bonus images in the Image Gallery and is necessary for 200% [[completion]].
The treasure of the Golden Temple is a mirror, which unlocks Mirror Mode. In this mode, level layouts are completely mirrored, and players cannot use inventory items or Diddy Kong. As a result, no multiplayer feature is available during this mode. To add to the difficulty, Donkey Kong only gets one hit point, and as such, all recovery hearts are removed. Clearing all the levels in Mirror Mode will unlock some bonus images in the Image Gallery and is necessary for 200% [[completion]].


====Time Attack====
====Time Attack====
[[File:JungleHijinxs-TimeAttack-DKCR.png|thumb|upright=1.4|left|[[Jungle Hijinxs (Donkey Kong Country Returns)|Jungle Hijinxs]], in Time Attack mode.]]
[[File:JungleHijinxs-TimeAttack-DKCR.png|thumb|upright=1.4|left|[[Jungle Hijinxs (Donkey Kong Country Returns)|Jungle Hijinxs]], in Time Attack mode.]]
The Time Attack mode is accessible when any level has been completed at least once. In this mode, the player can earn one of four medals by finishing it in the fastest time possible. The level is always started with only [[Donkey Kong]], even if players have [[Diddy Kong]] with them. When the [[Professor Chops|Tutorial Pig]] finishes the countdown and waves the green flag, the timer and level will officially start. If the Kongs reach the end of the level and hit the [[Slot Machine Barrel]] with a checkered flag on it, then the Tutorial Pig will wave it to stop the timer. Then, the player's total time is recorded and a bronze, silver, gold, or shiny gold medal is awarded, depending on how fast the player completed the level. Shiny gold medals require an even faster time than normal gold medals, and their required time is not shown in the game.
The Time Attack mode is accessible when any level has been completed at least once. In this mode, the player can earn one of four medals by finishing it in the fastest time possible. The level is always started with only [[Donkey Kong]], even if players have [[Diddy Kong]] with them. When the [[Tutorial Pig]] finishes the countdown and waves the green flag, the timer and level will officially start. If the Kongs reach the end of the level and hit the [[Slot Machine Barrel]] with a checkered flag on it, then the Tutorial Pig will wave it to stop the timer. Then, the player's total time is recorded and a bronze, silver, gold, or shiny gold medal is awarded, depending on how fast the player did in the level. Shiny gold medals require an even faster time than normal gold medals, and their required time is not shown in the game.


The Kongs do not lose lives in Time Attack mode. However, the timer does not reset if players are taken out by enemies, obstacles, or an abyss.
The Kongs do not lose lives in Time Attack mode. However, the timer does not reset if players are taken out by enemies, obstacles, or an abyss.
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==Characters==
==Characters==
===Main characters===
===Main characters===
{|class="wikitable dk"
{|class="dktable-brown"
|-
|-
!Character
!Character
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===Supporting characters===
===Supporting characters===
{|class="wikitable dk"width=100%
{|class="dktable-brown"width=100%
|-
|-
!style="width:20%"|Character
!style="width:20%"|Character
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|-align="center"
|-align="center"
|[[File:CrankyDKCR.png|110px]]<br>'''[[Cranky Kong]]'''
|[[File:CrankyDKCR.png|110px]]<br>'''[[Cranky Kong]]'''
|style="text-align:left"|Runs a [[Cranky Kong's Shop|shop]] in each world of the game, except for the [[Golden Temple]]. He sells various items in exchange for [[Banana Coin]]s. Like in the previous ''Donkey Kong Country'' games, Cranky starts making snide or contemptuous comments as soon as the Kongs enter his hut.
|Runs a [[Cranky Kong's Shop|shop]] in each world of the game, except for the [[Golden Temple]]. He sells various items in exchange for [[Banana Coin]]s. Like in the previous ''Donkey Kong Country'' games, Cranky starts making snide or contemptuous comments as soon as the Kongs enter his hut.
|-align="center"
|-align="center"
|[[File:TutorialPig.png|70px]]<br>'''[[Professor Chops|Tutorial Pig]]'''
|[[File:TutorialPig.png|70px]]<br>'''[[Professor Chops|Tutorial Pig]]'''
|style="text-align:left"|A character that pops up from the background to offer indications on how to perform certain actions, such as blowing and rolling. He also runs the checkpoint booths.
|A character that pops up from the background to offer indications on how to perform certain actions, such as blowing and rolling. He also runs the checkpoint booths.
|-align="center"
|-align="center"
|[[File:Rambi DKCR.png|140px]]<br>'''[[Rambi]]'''
|[[File:Rambi DKCR.png|140px]]<br>'''[[Rambi]]'''
|style="text-align:left"|A very strong and rideable [[Animal Friend]], surpassing the powers of Donkey Kong. Rambi can use his horn to defeat enemies and crush solid blocks depicting his face. Rambi's weakness is fire, and by touching fire, Rambi runs away.
|A very strong and rideable [[Animal Friend]], surpassing the powers of Donkey Kong. Rambi can use his horn to defeat enemies and crush solid blocks depicting his face. Rambi's weakness is fire, and by touching fire, Rambi runs away.
|-align="center"
|-align="center"
|[[File:Squawks - Donkey Kong Country Returns.png|120px]]<br>'''[[Squawks]]'''
|[[File:Squawks - Donkey Kong Country Returns.png|120px]]<br>'''[[Squawks]]'''
|style="text-align:left"|Available for hire in [[Cranky Kong's Shop]]. He warns the player about nearby [[Puzzle Piece (Donkey Kong Country series)|Puzzle Pieces]].
|Available for hire in [[Cranky Kong's Shop]]. He warns the player about nearby [[Puzzle Piece (Donkey Kong Country series)|Puzzle Pieces]].
|-align="center"
|-align="center"
|[[File:Super Diddy Kong.png|70px]][[File:Super Kong.png|90px]]<br>'''[[Super Kong]]'''
|[[File:Super Diddy Kong.png|70px]][[File:Super Kong.png|90px]]<br>'''[[Super Kong]]'''
|style="text-align:left"|A silver guide available after eight consecutive deaths in a level.
|A silver guide available after eight consecutive deaths in a level.
|}
|}


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Boss battles may be sequential, meaning the boss will become more aggressive as it takes more hits. After receiving the final hit, the creature will faint, and the Tiki that possesses it will reveal itself in a dizzy state, allowing the Kongs a chance to knock it out with repeated punches. However, if ignored for some time, the Tiki will regain consciousness and leave the fight scene, abruptly ending the level, although this has no influence on the game's progress.
Boss battles may be sequential, meaning the boss will become more aggressive as it takes more hits. After receiving the final hit, the creature will faint, and the Tiki that possesses it will reveal itself in a dizzy state, allowing the Kongs a chance to knock it out with repeated punches. However, if ignored for some time, the Tiki will regain consciousness and leave the fight scene, abruptly ending the level, although this has no influence on the game's progress.
{|class="wikitable dk"width=100%
{|class="dktable-brown"width=100%
|-
|-
!Image
!Image
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===Enemies===
===Enemies===
{{rewrite-expand|section=yes|add Chū Komorin, Giga Goro Ball, and Robo Bee}}
The [[Tiki Tak Tribe]] has invaded a large portion of Donkey Kong Island, scattering its members throughout all the 9 worlds and mixing them with the indigenous population of enemies. The lower-ranking members of the tribe typically resemble bongo drums, the rest being designed after other traditional instruments (kalimba, gong, xylophone etc.), particularly those that possess the boss enemies.
The [[Tiki Tak Tribe]] has invaded a large portion of Donkey Kong Island, scattering its members throughout all the 9 worlds and mixing them with the indigenous population of enemies. The lower-ranking members of the tribe typically resemble bongo drums, the rest being designed after other traditional instruments (kalimba, gong, xylophone etc.), particularly those that possess the boss enemies.


Most of the enemies from the island's natural fauna are specific to certain worlds, though they might briefly appear in other locations. For example, [[Rawk]]s, which are common in the [[Jungle (Donkey Kong Country Returns)|Jungle]] world, can be also encountered in [[Damp Dungeon]], a level from the [[Ruins]] world, as well as the [[Golden Temple]], the last area to be explored in the game.
Most of the enemies from the island's natural fauna are specific to certain worlds, though they might briefly appear in other locations. For example, [[Rawk]]s, which are common in the [[Jungle (Donkey Kong Country Returns)|Jungle]] world, can be also encountered in [[Damp Dungeon]], a level from the [[Ruins]] world, as well as the [[Golden Temple]], the last area to be explored in the game.
{|class="wikitable dk"width=100%
{|class="dktable-brown"width=100%
!style="background:saddlebrown;color:white"colspan=5 align=center|Tiki Tak Tribe
!style="background:saddlebrown;color:white"colspan=5 align=center|Tiki Tak Tribe
|-
|-
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|align="center"|[[Precarious Plateau]]
|align="center"|[[Precarious Plateau]]
|align="center"|[[Precarious Plateau]]
|align="center"|[[Precarious Plateau]]
|-
|align=center|[[File:Giga Goro Ball.png|100px]]
|style="text-align:center"|[[Giga Goro Ball]]
|A large, spherical Tiki that tries to crush the Kongs by rolling over them if they are too slow. Giga Goro Ball is indestructible.
|align="center"|[[Crumble Canyon]]
|align="center"|[[Crumble Canyon]]
|-
|-
|align=center|[[File:Tiki Pop.png|100px]]
|align=center|[[File:Tiki Pop.png|100px]]
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|align="center"|[[Stormy Shore]]
|align="center"|[[Stormy Shore]]
|-
|-
!style="background:saddlebrown;color:white"colspan=5 align=center|Ruins enemies
!style="background:saddlebrown;color:white" colspan=5 align=center|Ruins enemies
|-style="background:#0B610B;"
|-style="background:#0B610B;"
!Image
!Image
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|align="center"|[[Bombs Away (level)|Bombs Away]]
|align="center"|[[Bombs Away (level)|Bombs Away]]
|align="center"|[[Bombs Away (level)|Bombs Away]]
|align="center"|[[Bombs Away (level)|Bombs Away]]
|-
|align=center|[[File:Chū Komorin.png|100px]]
|style="text-align:center"|[[Chū Komorin]]
|A larger, blue variant of Squeeklys. They only appear in a Rocket Barrel stage and attack by flying up or down, trying to block the Kongs path.
|align="center"|[[Crowded Cavern]]
|align="center"|[[Crowded Cavern]]
|-
|-
|align=center|[[File:Big Squeekly.png|100px]]
|align=center|[[File:Big Squeekly.png|100px]]
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!First level appearance
!First level appearance
!Last level appearance
!Last level appearance
|-
|align=center|[[File:Vine Chomp.png|100px]]
|style="text-align:center"|[[Ape-Eating Plant|Hungry plant]]
|An enormous blue type of Chomp hiding in the canopy leaves, facing downwards. If the Kongs grab onto its vine-looking tongue, the hungry plant will suck it back inside its mouth, along with the characters. Should they end up in the mouth of a hungry plant, the creature will chew and injure them. Hungry plants cannot be defeated.
|align="center"|[[Vine Valley (level)|Vine Valley]]
|align="center"|[[Wigglevine Wonders]]
|-
|-
|align=center|[[File:Yellow Chomp.png|100px]]
|align=center|[[File:Yellow Chomp.png|100px]]
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|align="center"|[[Vine Valley (level)|Vine Valley]]
|align="center"|[[Vine Valley (level)|Vine Valley]]
|align="center"|[[Flutter Flyaway]]
|align="center"|[[Flutter Flyaway]]
|-
|align=center|[[File:Green Chomp.png|100px]]
|style="text-align:center"|[[Green Chomp]]
|A green pigmented version of [[Chomp (Donkey Kong Country series)|Chomp]]s, standing with their mouths wide open in the air. Their tongue mimics a bouncy mushroom, which the Kongs can use to reach higher areas. Upon bouncing on their tongue, green Chomps immediately close their mouths in an attempt to snatch the Kongs. Jumping on their tongue is safe, but if the Kongs fall directly into the mouth of a green Chomps, they will get trapped there and lose hearts. Shroom Chomps cannot be destroyed.
|align="center"|[[Longshot Launch]]
|align="center"|[[Wigglevine Wonders]]
|-
|-
|align=center|[[File:Shooting Chomp.png|100px]]
|align=center|[[File:Shooting Chomp.png|100px]]
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|align="center"|[[Clingy Swingy]]
|align="center"|[[Clingy Swingy]]
|align="center"|[[Tippin' Totems]]
|align="center"|[[Tippin' Totems]]
|-
|align=center|[[File:Vine Chomp.png|100px]]
|style="text-align:center"|[[Vine Chomp]]
|An enormous blue type of Chomp hiding in the canopy leaves, facing downwards. If the Kongs grab onto its vine-looking tongue, the Vine Chomp will suck it back inside its mouth, along with the characters. Should they end up in the mouth of a Vine Chomp, the creature will chew and injure them. Vine Chomps cannot be destroyed.
|align="center"|[[Vine Valley (level)|Vine Valley]]
|align="center"|[[Wigglevine Wonders]]
|-
|-
|align=center|[[File:ClingCobra.png|100px]]
|align=center|[[File:ClingCobra.png|100px]]
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|Spider enemies, coming in purple and orange colorations. Purple Skittlers remain stuck to a thread until getting stomped on, after which they will either greet defeat or just fall and crawl on the floor unharmed. Orange Skittlers plunge onto the ground and start walking directly. Walking Skittlers can be defeated using any attack. However, hanging Skittlers are dangerous to run into with a roll attack.
|Spider enemies, coming in purple and orange colorations. Purple Skittlers remain stuck to a thread until getting stomped on, after which they will either greet defeat or just fall and crawl on the floor unharmed. Orange Skittlers plunge onto the ground and start walking directly. Walking Skittlers can be defeated using any attack. However, hanging Skittlers are dangerous to run into with a roll attack.
|align="center"|[[Flutter Flyaway]]
|align="center"|[[Flutter Flyaway]]
|align="center"|[[Muncher Marathon]]
|-
|align=center|[[File:Munchers closeup.png|100px]]
|style="text-align:center"|[[Muncher (Donkey Kong Country Returns)|Munchers]]
|A massive population of small arachnids, invading the forest area after hatching from their eggs. They pursue the Kongs and are impossible to destroy.
|align="center"|[[Muncher Marathon]]
|align="center"|[[Muncher Marathon]]
|-
|align=center|[[File:Skittler pillar.png|100px]]
|style="text-align:center"|[[Skittler Pillar]]
|A solid wooden structure ornated with a Skittler carving. It is vertical and moves up and down, powerfully striking the ground. The Kongs can only avoid being squashed by a Skittler Pillar, without being able to destroy it. Pairs of Skittler Pillars that face each other and slowly move at the same time are also encountered; these are completely harmless, but may delay the characters' race to escape the horde of Munchers.
|align="center"|[[Muncher Marathon]]
|align="center"|[[Muncher Marathon]]
|align="center"|[[Muncher Marathon]]
|-
|-
|align=center|[[File:Bopapodamus.png|100px]]
|align=center|[[File:Bopapodamus.png|100px]]
|style="text-align:center"|[[Bopapodamus]]
|style="text-align:center"|[[Bopapodamus]]
|A big hippopotamus enemy perched on a high wooden pole. It is completely inoffensive and can be collapsed with four stomp attacks.
|A big hippopotamus enemy perched on a high wooden pole. It is completely inoffensive and can be collapsed with five stomp attacks.
|align="center"|[[Tippin' Totems]]
|align="center"|[[Tippin' Totems]]
|align="center"|[[Springy Spores]]
|align="center"|[[Springy Spores]]
|-
|align=center|[[File:Green Chomp.png|100px]]
|style="text-align:center"|[[Green Chomp]]
|A green pigmented version of [[Chomp (Donkey Kong Country series)|Chomp]]s, standing with their mouths wide open in the air. Their tongue mimics a bouncy mushroom, which the Kongs can use to reach higher areas. Upon bouncing on their tongue, green Chomps immediately close their mouths in an attempt to snatch the Kongs. Jumping on their tongue is safe, but if the Kongs fall directly into the mouth of a green Chomps, they will get trapped there and lose hearts. Green Chomps cannot be defeated.
|align="center"|[[Longshot Launch]]
|align="center"|[[Wigglevine Wonders]]
|-
|-
|align=center|[[File:Wigglevine2-DKCR.png|100px]]
|align=center|[[File:Wigglevine2-DKCR.png|100px]]
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|align="center"|[[Wigglevine Wonders]]
|align="center"|[[Wigglevine Wonders]]
|align="center"|[[Wigglevine Wonders]]
|align="center"|[[Wigglevine Wonders]]
|-
|align=center|[[File:Skittler pillar.png|100px]]
|style="text-align:center"|[[Skittler Pillar]]
|A solid wooden structure ornated with a Skittler carving. It is vertical and moves up and down, powerfully striking the ground. The Kongs can only avoid being squashed by a Skittler Pillar, without being able to destroy it. Pairs of Skittler Pillars that face each other and slowly move at the same time are also encountered; these are completely harmless, but may delay the characters' race to escape the horde of Munchers.
|align="center"|[[Muncher Marathon]]
|align="center"|[[Muncher Marathon]]
|-
|align=center|[[File:Munchers closeup.png|100px]]
|style="text-align:center"|[[Muncher (Donkey Kong Country Returns)|Munchers]]
|A massive population of small arachnids, invading the forest area after hatching from their eggs. They pursue the Kongs and are impossible to defeat.
|align="center"|[[Muncher Marathon]]
|align="center"|[[Muncher Marathon]]
|-
|-
!style="background:saddlebrown;color:white"colspan=5 align=center|Cliff enemies
!style="background:saddlebrown;color:white"colspan=5 align=center|Cliff enemies
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|align="center"|[[Sticky Situation (level)|Sticky Situation]]
|align="center"|[[Sticky Situation (level)|Sticky Situation]]
|align="center"|[[Boulder Roller]]
|align="center"|[[Boulder Roller]]
|-
|align=center|[[File:Robobi.png|100px]]
|style="text-align:center"|[[Robobī]]
|A robotic, bee-like insect that flies around in pursuit of the Kongs. They will give off a harmful electric shock if touched. They cannot be destroyed.
|align="center"|[[Perilous Passage]]
|align="center"|[[Perilous Passage]]
|-
|-
|align=center|[[File:Firebite.png|100px]]
|align=center|[[File:Firebite.png|100px]]
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|-
|-
|align=center|[[File:Electroids.png|100px]]
|align=center|[[File:Electroids.png|100px]]
|style="text-align:center"|[[Electroid (enemy)|Electroid]]
|style="text-align:center"|[[Electroid]]
|Small, animated balls of plasma following a set path in the air. Some of them are solitary, while other form electrical bonds with each other. Most of the time they can only be avoided. However, sometimes, Electroids might float in front of [[red and blue blocks]], which can push them off the screen.
|Small, animated balls of plasma following a set path in the air. Some of them are solitary, while other form electrical bonds with each other. Most of the time they can only be avoided. However, sometimes, Electroids might float in front of [[reversible wall]]s, which can push them off the screen.
|align="center"|[[Slammin' Steel]]
|align="center"|[[Slammin' Steel]]
|align="center"|[[Switcheroo]]
|align="center"|[[Switcheroo]]
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==Items and objects==
==Items and objects==
The adventure is littered with noteworthy objects that can be used or manipulated in various ways or purposes. Below is a table that comprises all collectables, projectiles, vehicles, and miscellaneous objects found in the game.
The adventure is littered with noteworthy objects that can be used or manipulated in various ways or purposes. Below is a table that comprises all collectables, projectiles, vehicles, and miscellaneous objects found in the game.
===Collectibles===
===Collectibles===
{|class="wikitable dk"width=100%
{|class="dktable-brown"width=100%
|-
|-
!Image
!Image
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===Barrels===
===Barrels===
{|class="wikitable dk"width=100%
{|class="dktable-brown"width=100%
|-
|-
!Image
!Image
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===Miscellaneous===
===Miscellaneous===
{|class="wikitable dk"width=100%
{|class="dktable-brown"width=100%
|-
|-
!Image
!Image
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|align="center"|[[File:DKCR Kegull Flock.png|100px]]
|align="center"|[[File:DKCR Kegull Flock.png|100px]]
|style="text-align:center"|[[Bowling bird]]s
|style="text-align:center"|[[Bowling bird]]s
|Pin-shaped dodos resting around the checkpoint in [[Blowhole Bound]]. The Kongs can collapse a flock of bowling birds with a Roll Attack, which produces an item.
|Pin-shaped dodos resting around the checkpoint in [[Blowhole Bound]]. The Kongs can collapse a flock of bowling birds with a Roll Attack, which produces a Banana Coin.
|-
|-
|align="center"|[[File:Rambi crate.png|100px]]
|align="center"|[[File:Rambi crate.png|100px]]
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|align="center"|[[File:VineDKCR.png|100px]]
|align="center"|[[File:VineDKCR.png|100px]]
|style="text-align:center"|Vine
|style="text-align:center"|Vine
|A thin plant hanging from the forest canopy. It can be either stationary or swinging, and appears in various lengths. Vines are used to sway above chasms or climb atop higher areas. [[Ape-Eating Plant|Hungry plant]]s have a vine for a tongue, and use it to attract prey into their mouths.
|A thin plant hanging from the forest canopy. It can be either stationary or swinging, and appears in various lengths. Vines are used to sway above chasms or climb atop higher areas. [[Vine Chomp]]s have a vine for a tongue, and use it to attract prey into their mouths.
|}
|}


===Vehicles===
===Vehicles===
{|class="wikitable dk"width=100%
{|class="dktable-brown"width=100%
|-
|-
!Image
!Image
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|align="center"|2-4||align="center"|[[Cannon Cluster]]||align="center"|7||align="center"|"Mast Blast"
|align="center"|2-4||align="center"|[[Cannon Cluster]]||align="center"|7||align="center"|"Mast Blast"
|-
|-
|align="center"|2-5||align="center"|[[Stormy Shore]]||align="center"|5||align="center"|{{conjectural|Stormy Shore theme}}
|align="center"|2-5||align="center"|[[Stormy Shore]]||align="center"|5||align="center"|"Stormy Shore"
|-style=background:#FFF8DC
|-style=background:#FFF8DC
|align="center"|2-6||align="center"|[[Blowhole Bound]]||align="center"|5||align="center"|"Aquatic Ambiance Returns"
|align="center"|2-6||align="center"|[[Blowhole Bound]]||align="center"|5||align="center"|"Aquatic Ambiance Returns" (''DKCR'' version)
|-
|-
|align="center"|2-7||align="center"|[[Tidal Terror]]||align="center"|5||align="center"|"Tidal Terror"
|align="center"|2-7||align="center"|[[Tidal Terror]]||align="center"|5||align="center"|"Tidal Terror"
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|align="center"|7-7||align="center"|[[Music Madness]]||align="center"|5||align="center"|"Automatic Action"
|align="center"|7-7||align="center"|[[Music Madness]]||align="center"|5||align="center"|"Automatic Action"
|-style=background:#FFF8DC
|-style=background:#FFF8DC
|align="center"|7-R||align="center"|[[Lift-off Launch]]||align="center"|0||align="center"|"Factory Friction"<br>"Mole Patrol"
|align="center"|7-R||align="center"|[[Lift-off Launch]]||align="center"|0||align="center"|"Factory Friction"<br>Mole Patrol
|-
|-
|align="center"|7-K||align="center"|[[Treacherous Track]]||align="center"|5||align="center"|{{conjectural|Temple theme}}
|align="center"|7-K||align="center"|[[Treacherous Track]]||align="center"|5||align="center"|{{conjectural|Temple theme}}
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==Development==
==Development==
{{quote2|I'll never forget as we were wrapping up our conversation with [Shigeru Miyamoto] in Kyoto, he said in English, 'Please take care of DK. He is my friend.'|Bryan Walker}}
{{quote2|I'll never forget as we were wrapping up our conversation with [Shigeru Miyamoto] in Kyoto, he said in English, 'Please take care of DK. He is my friend.'|Bryan Walker}}
After the completion of ''[[metroidwiki:Metroid Prime (series)|Metroid Prime 2: Echoes]]'', employees of [[Retro Studios]] felt "franchise fatigue" and considered creating a ''[[Donkey Kong (franchise)|Donkey Kong]]'' game next, although the studio went on to create a [[metroidwiki:Metroid Prime 3: Corruption|third ''Metroid Prime'' installment]] to showcase the [[Wii]]'s motion controls at [[Satoru Iwata]]'s suggestion.<ref name="Kiwi Talkz">Kiwi Talkz (October 2, 2021). [https://www.youtube.com/watch?v=4sWfE2x-ClM "Bryan Walker Interview (Metroid Prime Trilogy, Donkey Kong, Mario Kart 7, Project Management)"]. ''YouTube''. Retrieved October 2, 2021.</ref> The development of ''Donkey Kong Country Returns'' started after several core developers of the ''[[metroidwiki:Metroid Prime (series)|Metroid Prime]]'' series left Retro Studios, which made several executives skeptical of whether the company could continue making high quality games.<ref name="Iwata Asks">[http://iwataasks.nintendo.com/interviews/#/wii/donkey-kong-country-returns/0/0 Iwata Asks: ''Donkey Kong Country Returns''] (accessed March 08 2012)</ref> At the same time, [[Shigeru Miyamoto]] wanted to make a new ''[[Donkey Kong Country (series)|Donkey Kong Country]]'' game and suggested Retro Studios as its developer. Since many Retro Studios employees were fans of the series, the suggestion was welcomed enthusiastically by them.<ref name="Iwata Asks"></ref>. The game's director Bryan Walker further opined that after multiple senior developers of the ''Metroid Prime'' series left Retro Studios and another key developer passed away, it "did not feel right" to immediately continue the ''Metroid Prime'' series. Following internal conversations, the studio wanted to specifically revisit the ''Donkey Kong Country'' series due to the success of the games,<ref name="Kiwi Talkz"></ref> making it the first game developed by them not to be of the ''Metroid Prime'' series.
After the completion of ''[[metroidwiki:Metroid Prime (series)|Metroid Prime 2: Echoes]]'', employees of Retro Studios felt "franchise fatigue" and considered to create a ''[[Donkey Kong (franchise)|Donkey Kong]]'' game next, although the studio wound up creating a [[metroidwiki:Metroid Prime 3: Corruption|third Metroid Prime installment]] after [[Satoru Iwata]] suggested a sequel to showcase the Wii's motion controls<ref name="Kiwi Talkz">Kiwi Talkz (October 2, 2021). [https://www.youtube.com/watch?v=4sWfE2x-ClM "Bryan Walker Interview (Metroid Prime Trilogy, Donkey Kong, Mario Kart 7, Project Management)"]. ''YouTube''. Retrieved October 2, 2021.</ref> ''Donkey Kong Country Returns'' development's started after several core developers of the ''[[metroidwiki:Metroid Prime (series)|Metroid Prime]]'' series left [[Retro Studios]], which made several executives skeptical of whether the developer could keep making high-quality games.<ref name="Iwata Asks">[http://iwataasks.nintendo.com/interviews/#/wii/donkey-kong-country-returns/0/0 Iwata Asks: ''Donkey Kong Country Returns''] (accessed March 08 2012)</ref> At the same time, [[Shigeru Miyamoto]] wanted to make a new ''[[Donkey Kong Country (series)|Donkey Kong Country]]'' game and suggested Retro Studios as its developer. Since many Retro Studios employees were fans of the series, the suggestion was welcomed enthusiastically by them.<ref name="Iwata Asks"></ref>. The game's director Bryan Walker further opined that after multiple senior developers of the ''Metroid Prime'' series left Retro Studios and another key developer passed away, it "did not feel right" to immediately continue the ''Metroid Prime'' series. Following internal conversations, the studio wanted to specifically revisit the ''Donkey Kong Country'' series due to the success of the games,<ref name="Kiwi Talkz"></ref> making it the first game developed by them not to be of the ''Metroid Prime'' series.


Development started out slow, with the developers creating only two of the game's eight bosses during 2009.<ref name="Iwata Asks"></ref> The pace fastened around 2010 as the team increased in size, and after E3, Retro Studios and Nintendo eventually agreed on how the levels should be designed.<ref name="Iwata Asks"></ref>
Development started out slow, with the developers creating only two of the eight bosses during 2009.<ref name="Iwata Asks"></ref> The pace fastened around 2010, as the team increased in size and after E3, as Retro Studios and Nintendo eventually agreed on how the levels should be designed.<ref name="Iwata Asks"></ref>


Bryan Walker explained that early in development, the team struggled to get an idea of the game's aesthetics, mentioning how early art mockups looked "like something you would see in ''Metroid Prime'' – very sullen, dark, edgy, menacing palm tree".<ref name="Kiwi Talkz"></ref> The team, however, "learned very quickly" and soon made tweaks with more appropriately whimsical designs.<ref name="Kiwi Talkz"></ref>
Bryan Walker explained that early in development, the team struggled to get an handle on the game's aesthetics, mentioning how early art mockups looked like "''like something you would see in ''Metroid Prime'' – very sullen, dark, edgy, menacing palm tree''"<ref name="Kiwi Talkz"></ref>. The team, however, "''learned very quickly''" and soon made tweaks for more appropriately whimsical designs<ref name="Kiwi Talkz"></ref>.


[[Kensuke Tanabe]], who had worked on the localization of the original ''[[Donkey Kong Country]]'', as well as his assistant [[Risa Tabata]], supervised Retro Studios during the game's development, giving their opinions on the level designs and requesting enemies to be changed. Tanabe also asked for the creation of a multiplayer mode to distinguish the game more from ''[[Donkey Kong Jungle Beat]]''.<ref name="Iwata Asks"></ref>
[[Kensuke Tanabe]], who had worked on the localization of the original ''[[Donkey Kong Country]]'', and his assistant [[Risa Tabata]] supervised Retro Studios during development, giving their opinions on the level designs and requesting enemies to be changed. Tanabe also asked for the creation of a multiplayer mode to distinguish the game from ''[[Donkey Kong Jungle Beat]]''.<ref name="Iwata Asks"></ref>


As a producer, Shigeru Miyamoto gave extensive feedback and mentorship throughout development.<ref name="Kiwi Talkz"></ref> Other inputs included requesting that the music be unchanged.<ref name="Iwata Asks"></ref>
As a producer, Shigeru Miyamoto gave extensive feedbacks and mentorship throughout development<ref name="Kiwi Talkz"></ref>. Other inputs included requesting that the music not be changed.<ref name="Iwata Asks"></ref>


In a 2021 interview, Kynan Pearson, a former member of Retro Studios who had worked on the game, revealed that the silhouette levels were inspired by the aesthetic of Frank Miller's ''{{wp|Sin City}}'' comic series.<ref>GameXplain. (November 13, 2021). [https://www.youtube.com/watch?v=o6kkQ-USS_w Ex-Retro Dev on Metroid Prime World Design, Ignoring the Kremlings, & Sin City x DKCR?! + More!] ''YouTube''.</ref>
In a 2021 interview, Kynan Pearson, now a former member of Retro Studios who had worked on the game, revealed that the silhouette levels were inspired by the aesthetic of Frank Miller's ''{{wp|Sin City}}'' comic series.<ref>GameXplain. (November 13, 2021). [https://www.youtube.com/watch?v=o6kkQ-USS_w Ex-Retro Dev on Metroid Prime World Design, Ignoring the Kremlings, & Sin City x DKCR?! + More!] ''YouTube''.</ref>


==Reception==
==Reception==
{|class="wikitable reviews"
{|class="wikitable review_template"cellpadding="4"style="width:100%; text-align:center; border:2px solid black; margin-bottom:5px"
!colspan="4"style="font-size:120%;text-align:center;background-color:silver"|Reviews
!colspan="4"style="font-size:120%; text-align: center; background-color:silver"|Reviews
|-style="background-color:#E6E6E6"
|-style="background-color:#E6E6E6"
|Release
|Release
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|align="left"|"''Donkey Kong Country Returns doesn't hide behind any gimmicks. This is a traditional take on 2D [[Genre#Platform|platformers]], and it excels because the brilliant level design makes old obstacles seem new again. Every level hides a new surprise, and you'll replay them over and over again not only to nab every hidden collectible, but also because they're exquisitely entertaining. Fantastic visual design and a catchy soundtrack complement the core gameplay beautifully, making it a pleasure to enjoy the aesthetic aspects. It's a shame there are some control issues, but you usually have only yourself to blame when you fall into a bottomless pit. Donkey Kong Country Returns is another great game for Nintendo's furry mascot, and it's a must-play for anyone craving an old-school platformer.''"
|align="left"|"''Donkey Kong Country Returns doesn't hide behind any gimmicks. This is a traditional take on 2D [[Genre#Platform|platformers]], and it excels because the brilliant level design makes old obstacles seem new again. Every level hides a new surprise, and you'll replay them over and over again not only to nab every hidden collectible, but also because they're exquisitely entertaining. Fantastic visual design and a catchy soundtrack complement the core gameplay beautifully, making it a pleasure to enjoy the aesthetic aspects. It's a shame there are some control issues, but you usually have only yourself to blame when you fall into a bottomless pit. Donkey Kong Country Returns is another great game for Nintendo's furry mascot, and it's a must-play for anyone craving an old-school platformer.''"
|-
|-
!colspan="4"style="background-color:silver;font-size:120%;text-align:center;"|Aggregators
!colspan="4"style="background-color:silver; font-size:120%; text-align: center;"|Aggregators
|-style="background-color:#E6E6E6"
|-style="background-color:#E6E6E6"
|colspan=2|Compiler
|colspan=2|Compiler
Line 1,186: Line 1,172:
*''[[Donkey Kong (game)|Donkey Kong]]'': The original [[25m]] level can be seen in one part in the background of Foggy Fumes. Some temple levels also feature cave paintings based on the level. Also, in the level [[Wonky Waterway]], a statue of Donkey Kong with his appearance in this game holding a Wii Remote can be seen. Moreover, in some secret temple levels, some pillars and platforms have paintings that resemble the stages of the arcade game, and at the end of each temple level, sprites of Donkey Kong's head from this game can be seen in the background during the "Level Clear!" screen. When Donkey Kong pulls out a [[Nintendo DS#Nintendo DS Lite|Nintendo DS Lite]] during his idle animation, sound effects from this game play.
*''[[Donkey Kong (game)|Donkey Kong]]'': The original [[25m]] level can be seen in one part in the background of Foggy Fumes. Some temple levels also feature cave paintings based on the level. Also, in the level [[Wonky Waterway]], a statue of Donkey Kong with his appearance in this game holding a Wii Remote can be seen. Moreover, in some secret temple levels, some pillars and platforms have paintings that resemble the stages of the arcade game, and at the end of each temple level, sprites of Donkey Kong's head from this game can be seen in the background during the "Level Clear!" screen. When Donkey Kong pulls out a [[Nintendo DS#Nintendo DS Lite|Nintendo DS Lite]] during his idle animation, sound effects from this game play.
*''[[Donkey Kong Jr. (game)|Donkey Kong Jr.]]'': The music of the sky area of the [[Golden Temple]] is a remix of the title and stage themes.
*''[[Donkey Kong Jr. (game)|Donkey Kong Jr.]]'': The music of the sky area of the [[Golden Temple]] is a remix of the title and stage themes.
*''[[Super Mario Bros.]]'': Collecting a [[Banana]] plays a sped-up sound effect of kicking a [[Koopa Shell]] from this game.<ref>https://twitter.com/RainDingRandom/status/1644688645780279296</ref>
*''[[Super Mario Bros. 2]]'': A piece of [[:File:Dkcr concept art-9.jpg|concept art]] based on the overworld levels in this game can be unlocked in ''Donkey Kong Country Returns''.
*''[[Super Mario Bros. 2]]'': A piece of [[:File:Dkcr concept art-9.jpg|concept art]] based on the overworld levels in this game can be unlocked in ''Donkey Kong Country Returns''.
*''[[Donkey Kong Country]]'': The main theme of ''Donkey Kong Country Returns'', as well as other pieces, are remixed versions of this game's themes. Also Cranky Kong is seen sitting in a rocking chair as he does in this game plus some of his quotes were of those that originated here. Just like in the original, Returns features bonus stages in levels in certain areas instead of [[Bonus Barrel]]s and players have a one shot chance at beating them also like in the original.
*''[[Donkey Kong Country]]'': The main theme of ''Donkey Kong Country Returns'', as well as other pieces, are remixed versions of this game's themes. Also Cranky Kong is seen sitting in a rocking chair as he does in this game plus some of his quotes were of those that originated here. Just like in the original, Returns features bonus stages in levels in certain areas instead of [[Bonus Barrel]]s and players have a one shot chance at beating them also like in the original.
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*''[[Mario Kart 7]]'': The [[DK Jungle (3DS)|DK Jungle]] course is based on ''Donkey Kong Country Returns''.
*''[[Mario Kart 7]]'': The [[DK Jungle (3DS)|DK Jungle]] course is based on ''Donkey Kong Country Returns''.
*''[[Luigi's Mansion: Dark Moon]]'': In [[Treacherous Mansion]], [[Strong Greenie]]s have spears decorated with masks resembling Kalimba.
*''[[Luigi's Mansion: Dark Moon]]'': In [[Treacherous Mansion]], [[Strong Greenie]]s have spears decorated with masks resembling Kalimba.
*''[[Donkey Kong Country: Tropical Freeze]]'': This game features many elements from ''Donkey Kong Country Returns'', due to it being a sequel. The final world, Donkey Kong Island, features many background elements that reference setpieces from ''Returns''.
*''[[Donkey Kong Country: Tropical Freeze]]'': This game features many elements from ''Donkey Kong Country Returns'', due to it being a sequel.
*''[[Mario Golf: World Tour]]'': The [[DK Jungle (golf course)|DK Jungle]] golf course is heavily based on ''Donkey Kong Country Returns''. Donkey Kong's [[List of golfing terms#Albatross|Albatross]], [[List of golfing terms#Hole-in-One|Hole-in-One]], and [[List of golfing terms#Eagle|Eagle]] celebrations feature him in a silhouetted jungle setting referencing the silhouette levels that appeared in ''Returns''.  
*''[[Mario Golf: World Tour]]'': The [[DK Jungle (golf course)|DK Jungle]] golf course is heavily based on this game. Donkey Kong's [[List of golfing terms#Albatross|Albatross]], [[List of golfing terms#Hole-in-One|Hole-in-One]], and [[List of golfing terms#Eagle|Eagle]] celebrations feature him in a silhouetted jungle setting referencing the silhouette levels that appeared in this game.  
*''[[Mario Kart 8]]''/''[[Mario Kart 8 Deluxe]]'': [[DK Jungle (3DS)|DK Jungle]] returns as a retro course and some enemies are seen there.
*''[[Mario Kart 8]]''/''[[Mario Kart 8 Deluxe]]'': [[DK Jungle (3DS)|DK Jungle]] returns as a retro course and some enemies are seen there.
*''[[Super Smash Bros. for Nintendo 3DS]]'': Tiki Buzzes appears as enemies in Smash Run. The music track "Gear Getaway" is arranged from ''Donkey Kong Country Returns''. Several trophies are also taken from ''Returns''.
*''[[Super Smash Bros. for Nintendo 3DS]]'': Tiki Buzzes appears as enemies in Smash Run. The music theme "Gear Getaway" is remixed from this game. Several trophies are also taken from this game.
*''[[Super Smash Bros. for Wii U]]'': [[Jungle Hijinxs (Donkey Kong Country Returns)|Jungle Hijinxs]] appears as [[Jungle Hijinxs (stage)|a new stage]]. The stage features "dual-plane battling", with fighters being able to travel between the foreground and background with [[Barrel Cannon]]s that appear on the stage. [[Screaming Pillar]]s also appear as obstacles. Several pieces of music are either directly taken or arranged from ''Donkey Kong Country Returns'', such as the remixed track "Donkey Kong Country Returns (Vocals)".
*''[[Super Smash Bros. for Wii U]]'': [[Jungle Hijinxs (Donkey Kong Country Returns)|Jungle Hijinxs]] appears as [[Jungle Hijinxs (stage)|a new stage]]. The stage features "dual-plane battling", with fighters being able to travel between the foreground and background with [[Barrel Cannon]]s that appear on the stage. [[Screaming Pillar]]s also appear as obstacles. Several pieces of music are either directly taken or remixed from this game.


==Pre-release and unused content==
==Pre-release and unused content==
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In the concept art gallery for the game robotic creatures called '''Ferndozers''' are shown, in which they are the only dumped concept characters whose official names are shown. Ferndozers look like monstrous tanks with a [[Barrel]] holding a giant chainsaw and a robotic arm. In a second concept art from the gallery it is shown that Ferndozers would appear in the [[Factory (Donkey Kong Country Returns)|Factory]], many of them deforesting the Factory's surroundings. The concept art also showed Donkey Kong in the corner, controlling it with a remote control.  
In the concept art gallery for the game robotic creatures called '''Ferndozers''' are shown, in which they are the only dumped concept characters whose official names are shown. Ferndozers look like monstrous tanks with a [[Barrel]] holding a giant chainsaw and a robotic arm. In a second concept art from the gallery it is shown that Ferndozers would appear in the [[Factory (Donkey Kong Country Returns)|Factory]], many of them deforesting the Factory's surroundings. The concept art also showed Donkey Kong in the corner, controlling it with a remote control.  
{{br}}
{{br}}
==Nintendo eShop description==
<blockquote>''Donkey Kong Island has been taken over by the musical Tiki Tak Tribe! Jump, swing, and blast your way through over 65 levels spanning eight worlds. There are many hidden items to uncover in each level, and collecting them all will unlock something special! Invite a friend to take control of Diddy Kong for two-player cooperative play!</blockquote>
==Gallery==
==Gallery==
{{main-gallery}}
{{main-gallery}}
<gallery>
<gallery>
DKCR-Donkey Kong and Diddy Kong Artwork.png|[[Donkey Kong]] and [[Diddy Kong]]
DKCR-Donkey Kong and Diddy Kong Artwork.png|[[Donkey Kong]] and [[Diddy Kong]]
Tutorial Pig Barrel Artwork - Donkey Kong Country Returns.png|[[Professor Chops|Tutorial Pig]] in a [[barrel]]
Tutorial Pig Barrel Artwork - Donkey Kong Country Returns.png|[[Professor Chops|Tutorial Pig]] in a [[Barrel|barrel]]
SquawksDKCR.png|[[Squawks]]
SquawksDKCR.png|[[Squawks]]
ColonelPluckDKCR.png|[[Colonel Pluck]]
ColonelPluckDKCR.png|[[Colonel Pluck]]
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==Media==
==Media==
{{main-media}}
{{more media}}
{{media table
{{media table
|file1=DKCR Title Theme.oga
|file1=Donkey Kong Country Returns Banner.mp3
|title1=Donkey Kong Country Returns
|title1=Disc Channel Theme
|file2=DKCR Jungle Hijinxs.oga
|file2=DKCR Title Theme.oga
|title2=Jungle Hijinxs
|title2=Title Theme
|file3=DKCR Factory Friction.oga
|file3=DKCR Jungle Hijinxs.oga
|title3=Factory Friction
|title3=Jungle Hijinxs
|file4=DKCR King of Cling.oga
|title4=King of Cling
|file5=DKCR Palm Tree Groove.oga
|title5=Palm Tree Groove
|file6=DKCR Factory Friction.oga
|title6=Factory Friction
}}
}}


Line 1,261: Line 1,248:
*[https://www.nintendo.co.uk/NOE/en_GB/games/wii/donkey_kong_country_returns_18234.html Official European Website]
*[https://www.nintendo.co.uk/NOE/en_GB/games/wii/donkey_kong_country_returns_18234.html Official European Website]
*[https://www.nintendo.co.jp/wii/sf8j/index.html Official Japanese Website]
*[https://www.nintendo.co.jp/wii/sf8j/index.html Official Japanese Website]
*[https://www.nintendo.com/consumer/gameslist/manuals/Wii_DKC_Returns.pdf North American manual (EN/FR/ES)]
 
{{DKCR}}
{{DKCR}}
{{Donkey Kong games}}
{{Donkey Kong games}}

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