Donkey Kong Country (Game Boy Color): Difference between revisions

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|style="text-align:center"|[[Manic Mincers]]
|style="text-align:center"|[[Manic Mincers]]
|-
|-
|style="text-align:center"|
|style="text-align:center"|{{no image|40px}}
|style="text-align:center"|[[Oil drum]]
|style="text-align:center"|[[Oil drum]]
|Oil drums resemble black drums except for their taller appearance and ability to emit fire. The word "OIL" is embedded on them.
|Oil drums resemble black drums except for their taller appearance and ability to emit fire. The word "OIL" is embedded on them.
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!Description
!Description
|-
|-
|style="text-align:center"|[[File:Banana DKC SNES.png]]
|style="text-align:center"|[[File:DKC GBC Banana.png]]
|style="text-align:center"|[[Banana]]s
|style="text-align:center"|[[Banana]]s
|Bananas are the equivalent to [[coin]]s from the ''[[Super Mario (series)|Super Mario]]'' series, as collecting 100 of them gives the Kongs an extra life. They are the most common item of the game.
|Bananas are the equivalent to [[coin]]s from the ''[[Super Mario (series)|Super Mario]]'' series, as collecting 100 of them gives the Kongs an extra life. They are the most common item of the game.
|-
|-
|style="text-align:center"|[[File:Banana Bunch DKC SNES.png]]
|style="text-align:center"|[[File:DKC GBC Banana Bunch.png]]
|style="text-align:center"|[[Banana Bunch]]es
|style="text-align:center"|[[Banana Bunch]]es
|Banana Bunches grant ten bananas when collected. They are less common than normal bananas and often appear in Bonus Levels and hidden areas.
|Banana Bunches grant ten bananas when collected. They are less common than normal bananas and often appear in Bonus Levels and hidden areas.
|-
|-
|style="text-align:center"|[[File:Enguarde Token Sprite SNES.png]] [[File:Expresso Token Sprite SNES.png]] [[File:Rambi Token Sprite SNES.png]] [[File:Winky Token Sprite SNES.png]]
|style="text-align:center"|[[File:DKC GBC Rambi Token.png]]
|style="text-align:center"|[[Animal token]]s
|style="text-align:center"|[[Animal token]]s
|Animal tokens are small tokens that depict one of the Animal Friends (excluding [[Squawks the Parrot|Squawks]]). If three animal tokens depicting the same Animal Friend are collected, the game redirects the player to a bonus area where they control the corresponding Animal Friend. In the area, the Animal Friend must collect as many [[Mini Animal Token]]s depicting them within a time limit in exchange for extra lives.
|Animal tokens are small tokens that depict one of the Animal Friends (excluding [[Squawks the Parrot|Squawks]]). If three animal tokens depicting the same Animal Friend are collected, the game redirects the player to a bonus area where they control the corresponding Animal Friend. In the area, the Animal Friend must collect as many [[Mini Animal Token]]s depicting them within a time limit in exchange for extra lives.
|-
|-
|style="text-align:center"|[[File:Red Balloon DKC SNES.png]] [[File:Green Balloon DKC SNES.png]] [[File:Blue Balloon DKC SNES.png]]
|style="text-align:center"|[[File:Life Balloon (red) DKC GBC.png]] [[File:DKC GBC Green Balloon.png]] [[File:DKC GBC Blue Balloon.png]]
|style="text-align:center"|[[Red Balloon|Donkey]] [[Green Balloon|Kong]] [[Blue Balloon|Balloon]]s
|style="text-align:center"|[[Red Balloon|Donkey]] [[Green Balloon|Kong]] [[Blue Balloon|Balloon]]s
|Similar to [[1-Up Mushroom]]s from the ''Super Mario'' series, these balloons give the Kongs extra lives when collected. The balloons come in three different colors: red, green, and blue. Red [[Red Balloon|Life Balloon]]s are the most common and give one extra life, the less common green [[Green Balloon|2-Up Balloon]]s give two lives, and the rare [[Blue Balloon]]s give three lives.
|Similar to [[1-Up Mushroom]]s from the ''Super Mario'' series, these balloons give the Kongs extra lives when collected. The balloons come in three different colors: red, green, and blue. Red [[Red Balloon|Life Balloon]]s are the most common and give one extra life, the less common green [[Green Balloon|2-Up Balloon]]s give two lives, and the rare [[Blue Balloon]]s give three lives.
|-
|-
|style="text-align:center"|[[File:Letter K DKC.png]] [[File:Letter O DKC.png]] [[File:Letter N DKC.png]] [[File:Letter G DKC.png]]
|style="text-align:center"|[[File:Letter K DKC GBC.png]] [[File:Letter O DKC GBC.png]] [[File:Letter N DKC GBC.png]] [[File:Letter G DKC GBC.png]]
|style="text-align:center"|[[KONG Letters|K-O-N-G Letters]]
|style="text-align:center"|[[KONG Letters|K-O-N-G Letters]]
|Four of these special objects are hidden in every level, and each of them are a letter of the word "KONG". If the Kongs collect all four letters in a level, they are rewarded with an extra life. Each letter is found in order, meaning that the letter K is found first in the levels, then the O, then the N, and lastly the letter G. In the "Spell it Out!" Bonus Level challenges, there are circling letters that the Kongs must jump in a certain order to spell out a word.
|Four of these special objects are hidden in every level, and each of them are a letter of the word "KONG". If the Kongs collect all four letters in a level, they are rewarded with an extra life. Each letter is found in order, meaning that the letter K is found first in the levels, then the O, then the N, and lastly the letter G. In the "Spell it Out!" Bonus Level challenges, there are circling letters that the Kongs must jump in a certain order to spell out a word.
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!Description
!Description
|-
|-
|style="text-align:center"|[[File:EnguardeCrate.png]] [[File:ExpressoCrate.png]] [[File:Rambi Crate DKC SNES.png]] [[File:SquawksCrateDKC.png]] [[File:WinkyCrate.png]]
|style="text-align:center"|[[File:Enguarde Crate - DKCGB Sprite.png]] [[File:Expresso Crate - DKCGB Sprite.png]] [[File:Rambi Crate - DKCGB Sprite.png]] [[File:Squawks Crate - DKCGB Sprite.png]] [[File:Winky Crate - DKCGB Sprite.png]]
|style="text-align:center"|[[Animal crate]]s
|style="text-align:center"|[[Animal crate]]s
|These crates contain a certain Animal Friend, which is indicated by a silhouette of their face on the side. In the Game Boy Color remake, the animal crates transform the Kongs into the pictured Animal Friend.
|These crates contain a certain Animal Friend, which is indicated by a silhouette of their face on the side. In the Game Boy Color remake, the animal crates transform the Kongs into the pictured Animal Friend.
|-
|-
|style="text-align:center"|[[File:Tire DKC.png]] [[File:Tire half DKC.png]]
|style="text-align:center"|[[File:DKC GBC Tire.png]] [[File:DKC GBC Tire Half.png]]
|style="text-align:center"|[[Tire (object)|Tire]]s
|style="text-align:center"|[[Tire (object)|Tire]]s
|Tires bounce the Kongs to higher areas. There are half tires, which are stuck in the ground, and full tires that can be pushed around.
|Tires bounce the Kongs to higher areas. There are half tires, which are stuck in the ground, and full tires that can be pushed around.
|-
|-
|style="text-align:center"|[[File:Rope DKC.png]]
|style="text-align:center"|{{no image|40px}}
|style="text-align:center"|[[Rope]]s
|style="text-align:center"|[[Rope]]s
|Ropes are objects that appear in many levels, and the Kongs can climb up and down them. Many of them swing over wide abysses, so the Kongs can use them to cross the gaps. In [[Slipslide Ride]], there are blue and purple ropes that automatically send the Kongs up and down respectively.
|Ropes are objects that appear in many levels, and the Kongs can climb up and down them. Many of them swing over wide abysses, so the Kongs can use them to cross the gaps. In [[Slipslide Ride]], there are blue and purple ropes that automatically send the Kongs up and down respectively.
|-
|-
|style="text-align:center"|[[File:Mine Cart DKC.png]]
|style="text-align:center"|[[File:DKC GBC Mine Cart.png]]
|style="text-align:center"|[[Mine Cart]]s
|style="text-align:center"|[[Mine Cart]]s
|Mine Carts only appear in two levels, and when the Kongs enter one, it automatically starts moving along the track. While riding a Mine Cart, the Kongs can jump with the Mine Cart to go over broken parts of the track. Sometimes there are tipped over mine carts that appear as obstacles along the tracks.
|Mine Carts only appear in two levels, and when the Kongs enter one, it automatically starts moving along the track. While riding a Mine Cart, the Kongs can jump with the Mine Cart to go over broken parts of the track. Sometimes there are tipped over mine carts that appear as obstacles along the tracks.
|-
|-
|style="text-align:center"|[[File:Falling Platform DKC.png]] [[File:Platform DKC.png]]
|style="text-align:center"|[[File:DKC GBC Falling Platform.png]]
|style="text-align:center"|[[Platform]]s
|style="text-align:center"|[[Platform]]s
|Many platforms appear throughout the game. Although most of them are stationary, some move back and forth over gaps. In later levels, there are platforms with an arrow on them, and when the Kongs step on the platform, it moves in the direction that the arrow is pointing. There are other moving platforms in later levels such as Tanked Up Trouble, which has a platform that runs on Fuel Barrels.
|Many platforms appear throughout the game. Although most of them are stationary, some move back and forth over gaps. In later levels, there are platforms with an arrow on them, and when the Kongs step on the platform, it moves in the direction that the arrow is pointing. There are other moving platforms in later levels such as Tanked Up Trouble, which has a platform that runs on Fuel Barrels.
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!Description
!Description
|-
|-
|style="text-align:center"|[[File:Barrel DKC.png]]
|style="text-align:center"|[[File:Barrel DKC GBC sprite.png]]
|style="text-align:center"|[[Barrel|Regular Barrels]]
|style="text-align:center"|[[Barrel|Regular Barrels]]
|Regular Barrels are the most common type of barrel, and the Kongs can pick it up and throw it. If the barrel hits the ground, it starts rolling, useful for defeating an enemy or opening a secret passage.
|Regular Barrels are the most common type of barrel, and the Kongs can pick it up and throw it. If the barrel hits the ground, it starts rolling, useful for defeating an enemy or opening a secret passage.
|-
|-
|style="text-align:center"|[[File:Vine Barrel DKC.png]]
|style="text-align:center"|{{no image|40px}}
|style="text-align:center"|[[Barrel|Vine Barrels]]
|style="text-align:center"|[[Barrel|Vine Barrels]]
|Vine Barrels act like regular barrels, except they break instantly when hitting with the ground instead of rolling.
|Vine Barrels act like regular barrels, except they break instantly when hitting with the ground instead of rolling.
|-
|-
|style="text-align:center"|[[File:Barrel Cannon DKC sprite.png]] [[File:Blast Barrel DKC sprite.png]]
|style="text-align:center"|[[File:DKC GBC Barrel Cannon.png]] [[File:DKC GBC Blast Barrel.png]]
|style="text-align:center"|[[Barrel Cannon]]s
|style="text-align:center"|[[Barrel Cannon]]s
|These barrels are common and appear in nearly every level. They can shoot the Kongs over gaps or to other Barrel Cannons. The [[Blast Barrel]] is a type of Barrel Cannon that automatically fires the Kong when entered. Additionally, some Blast Barrels send the Kongs to a [[bonus room]] or near the end of the level; in the [[Game Boy Advance]] version, these Blast Barrels were replaced by [[Bonus Barrel]]s and [[Warp Barrel]]s, respectively. Some may also move in a specific direction as first seen in [[Barrel Cannon Canyon]].
|These barrels are common and appear in nearly every level. They can shoot the Kongs over gaps or to other Barrel Cannons. The [[Blast Barrel]] is a type of Barrel Cannon that automatically fires the Kong when entered. Additionally, some Blast Barrels send the Kongs to a [[bonus room]] or near the end of the level; in the [[Game Boy Advance]] version, these Blast Barrels were replaced by [[Bonus Barrel]]s and [[Warp Barrel]]s, respectively. Some may also move in a specific direction as first seen in [[Barrel Cannon Canyon]].
|-
|-
|style="text-align:center"|[[File:Star Barrel DKC.png]]
|style="text-align:center"|[[File:Star Barrel DKCGBC sprite.png]]
|style="text-align:center"|[[Star Barrel|Continue Barrel]]s
|style="text-align:center"|[[Star Barrel|Continue Barrel]]s
|A Continue Barrel is a checkpoint in the middle of every level, except boss levels. If both Kongs are defeated anytime after breaking the Continue Barrel and restart the level, they continue from where it was activated.
|A Continue Barrel is a checkpoint in the middle of every level, except boss levels. If both Kongs are defeated anytime after breaking the Continue Barrel and restart the level, they continue from where it was activated.
|-
|-
|style="text-align:center"|[[File:DK Barrel DKC.png]]
|style="text-align:center"|[[File:DK Barrel DKC GBC.png]]
|style="text-align:center"|[[DK Barrel]]s
|style="text-align:center"|[[DK Barrel]]s
|DK Barrels are the most common barrels in the game, as a few of them appear in certain areas of every level. If either Donkey Kong or Diddy are missing from the group, the active Kong can break a DK Barrel to release the other Kong. DK Barrels can also be picked up and used like Vine Barrels.
|DK Barrels are the most common barrels in the game, as a few of them appear in certain areas of every level. If either Donkey Kong or Diddy are missing from the group, the active Kong can break a DK Barrel to release the other Kong. DK Barrels can also be picked up and used like Vine Barrels.
|-
|-
|style="text-align:center"|[[File:TNT Barrel DKC.png]]
|style="text-align:center"|[[File:DKC GBC TNT Barrel.png]]
|style="text-align:center"|[[TNT Barrel|TNT Drum]]s
|style="text-align:center"|[[TNT Barrel|TNT Drum]]s
|TNT Drums are a type of barrel that explode after being thrown into an enemy or surface. They are often used to destroy powerful enemies or break a fragile wall leading into a Bonus Level.  
|TNT Drums are a type of barrel that explode after being thrown into an enemy or surface. They are often used to destroy powerful enemies or break a fragile wall leading into a Bonus Level.  
|-
|-
|style="text-align:center"|[[File:Steel Keg DKC.png]]
|style="text-align:center"|[[File:DKC GBC Steel Keg.png]]
|style="text-align:center"|[[Iron Barrel|Steel keg]]s
|style="text-align:center"|[[Iron Barrel|Steel keg]]s
|Steel kegs are silver barrels that act like normal barrels, but are more durable. Steel kegs can roll into an unlimited number of enemies and bounce off walls. The Kongs can jump on a rolling steel keg to ride it.
|Steel kegs are silver barrels that act like normal barrels, but are more durable. Steel kegs can roll into an unlimited number of enemies and bounce off walls. The Kongs can jump on a rolling steel keg to ride it.
|-
|-
|style="text-align:center"|[[File:Stop Barrel.png]] [[File:Go Barrel.png]]
|style="text-align:center"|{{no image|40px}}
|style="text-align:center"|[[Stop & Go Barrel]]s
|style="text-align:center"|[[Stop & Go Barrel]]s
|These barrels appear only in [[Stop & Go Station]], where they are used to control the [[Rock Kroc]]s' movements. By default the barrels are on the "Go", and the level has a green lighting. The Rock Krocs are active while the barrels have the "Go" setting. If the Kongs jump at a Stop & Go Barrel, every barrel changes to the "Stop" setting for a few seconds, causing the Rock Krocs to stop moving temporarily and the lighting to turn red.
|These barrels appear only in [[Stop & Go Station]], where they are used to control the [[Rock Kroc]]s' movements. By default the barrels are on the "Go", and the level has a green lighting. The Rock Krocs are active while the barrels have the "Go" setting. If the Kongs jump at a Stop & Go Barrel, every barrel changes to the "Stop" setting for a few seconds, causing the Rock Krocs to stop moving temporarily and the lighting to turn red.
|-
|-
|style="text-align:center"|[[File:Off Barrel.png]] [[File:On Barrel.png]]
|style="text-align:center"|{{no image|40px}}
|style="text-align:center"|[[ON/OFF Barrel]]s
|style="text-align:center"|[[ON/OFF Barrel]]s
|ON/OFF Barrels only appear in [[Loopy Lights]] and act almost like Stop & Go Barrels, except they affect the lights in the level. While the barrels are set to "OFF", the lights in the level are off. The Kongs must jump at an ON/OFF Barrel to change the setting to "ON", allowing them to see ahead.
|ON/OFF Barrels only appear in [[Loopy Lights]] and act almost like Stop & Go Barrels, except they affect the lights in the level. While the barrels are set to "OFF", the lights in the level are off. The Kongs must jump at an ON/OFF Barrel to change the setting to "ON", allowing them to see ahead.
|-
|-
|style="text-align:center"|[[File:Fuel Barrel 3 dots DKC.png]]
|style="text-align:center"|{{no image|40px}}
|style="text-align:center"|[[Fuel Barrel]]s
|style="text-align:center"|[[Fuel Barrel]]s
|Fuel Barrels only appear in the level, [[Tanked Up Trouble]], as a fuel supply for the platforms that the Kongs ride. Donkey Kong and Diddy are required to jump at every Fuel Barrel along the way because the platform quickly runs out of fuel. If the platform runs out of fuel, if falls off the tracks, and the Kongs lose a life.
|Fuel Barrels only appear in the level, [[Tanked Up Trouble]], as a fuel supply for the platforms that the Kongs ride. Donkey Kong and Diddy are required to jump at every Fuel Barrel along the way because the platform quickly runs out of fuel. If the platform runs out of fuel, if falls off the tracks, and the Kongs lose a life.
|-
|-
|style="text-align:center"|[[File:Jumbo Barrel DKC.png]]
|style="text-align:center"|{{no image|40px}}
|style="text-align:center"|[[Jumbo Barrel]]
|style="text-align:center"|[[Jumbo Barrel]]
|The Jumbo Barrel can be entered in [[Funky's Flights]], where it flies the Kongs to any place in Donkey Kong Island that they have visited.
|The Jumbo Barrel can be entered in [[Funky's Flights]], where it flies the Kongs to any place in Donkey Kong Island that they have visited.
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!Description
!Description
|-
|-
|[[File:CrankyCabin.png]]<br>'''[[Cranky's Cabin]]'''
|[[File:CrankysCabinGBC.png]]<br>'''[[Cranky's Cabin]]'''
|This area is ran by [[Cranky Kong]], who gives random level hints while rambling about how the 8-bit era was better than the 16-bit era.
|This area is ran by [[Cranky Kong]], who gives random level hints while rambling about how the 8-bit era was better than the 16-bit era.
|-
|-
|[[File:FunkyFlights DKC.png]]<br>'''[[Funky's Flights]]'''
|[[File:FunkysFlightsGBC.png]]<br>'''[[Funky's Flights]]'''
|In this special area, the Kongs can meet [[Funky Kong]] and use his [[Jumbo Barrel]] to travel to any unlocked world.
|In this special area, the Kongs can meet [[Funky Kong]] and use his [[Jumbo Barrel]] to travel to any unlocked world.
|-
|-
|[[File:CandySavePoint DKC.png]]<br>'''[[Candy's Save Point]]''' (SNES) / <br>'''[[Candy's Challenge]]''' (GBC)
|[[File:Candy's Challenge Donkey Kong Country GBC.png]]<br>'''[[Candy's Challenge]]'''
|The area is operated by [[Candy Kong]], and the Kongs can visit Candy's Save Point to have their game saved for free. In the Game Boy Color remake, her location was changed to Candy's Challenge, where the Kongs must go through a Bonus Level and collect a golden coin.
|The area is operated by [[Candy Kong]], and the Kongs must go through a Bonus Level and collect a golden coin.
|}
In the Game Boy Advance remake, all three areas were changed.
{|class="dktable-brown"
!Name
!Description
|-
|[[File:Cranky's Hut DKC GBA.png]]<br>'''[[Cranky's Hut]]'''
|Cranky's Hut has the same purpose as its predecessor, Cranky's Cabin, except that it takes place inside.
|-
|[[File:Funky's Flights GBA.png]]<br>'''[[Funky's Flights|Funky's Fishing]]'''
|While Funky's location is still a flight service, its main purpose is to host a series of [[Funky's Fishing|fishing challenges]].
|-
|[[File:Candy's Dance Studio outside.png]]<br>'''[[Candy's Dance Studio]]'''
|Candy hosts a dancing mini-game challenge in each world.  
|}
|}


==Levels==
==Levels==
{{DKC map}}
Like ''[[Super Mario World]]'', ''Donkey Kong Country''{{'}}s levels and worlds are accessed from a world map. The main overworld is [[Donkey Kong Island]], where the Kongs can travel between the worlds they have visited. Every world has a progression system where the Kongs must complete a level to unlock the next and so forth until reaching the boss level at the end. Every world has five to six levels. After the Kongs complete the boss level, they unlock the next world. The Kongs can return to the main Donkey Kong Island map by either defeating the world boss or by renting Funky's Jumbo Barrel.
Like ''[[Super Mario World]]'', ''Donkey Kong Country''{{'}}s levels and worlds are accessed from a world map. The main overworld is [[Donkey Kong Island]], where the Kongs can travel between the worlds they have visited. Every world has a progression system where the Kongs must complete a level to unlock the next and so forth until reaching the boss level at the end. Every world has five to six levels. After the Kongs complete the boss level, they unlock the next world. The Kongs can return to the main Donkey Kong Island map by either defeating the world boss or by renting Funky's Jumbo Barrel.


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Most levels have [[Bonus Level]]s in them, two or three on average. They allow the Kongs to collect items and prizes. While it is optional for the Kongs to enter the Bonus Levels, entering every Bonus Level is required for 101% [[Completion|completion]]. Unlike the ''Super Mario'' series, the Kongs are not required to traverse a whole level to reach the end boss.
Most levels have [[Bonus Level]]s in them, two or three on average. They allow the Kongs to collect items and prizes. While it is optional for the Kongs to enter the Bonus Levels, entering every Bonus Level is required for 101% [[Completion|completion]]. Unlike the ''Super Mario'' series, the Kongs are not required to traverse a whole level to reach the end boss.


Note that the following table lists the levels in the original order from the Super Nintendo and Game Boy Color versions.
{|border="1"cellspacing=0 cellpadding=2 class="dktable-brown" align="center"style="background:whitesmoke"width=99%
{|class="dktable"style="width:99%; text-align:center"
!colspan=5 style="background:saddlebrown;color:white" align=center|<big>Levels and Bonus Areas</big>
|colspan=7 style="background:saddlebrown"|<span style="color:white; font-size: medium">Levels and Bonus Areas</span>
|-
 
!colspan=5 style="background:saddlebrown;color:white" align=center|{{color-link|Kongo Jungle|white}}
|-style=background:#D3D3D3 align=center
!width=5%|#
!width=35%|Level
!width=10%|Bonus Areas
!width=30%|Type of level
!width=20%|Music theme
|-
|align="center"|1||align="center"|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]||align="center"|2||align="center"|Jungle||align="center"|[[DK Island Swing]]
|-
|align="center"|2||align="center"|[[Ropey Rampage]]||align="center"|2||align="center"|Jungle||align="center"|DK Island Swing
|-
|align="center"|3||align="center"|[[Reptile Rumble]]||align="center"|3||align="center"|Cave||align="center"|Cave Dweller Concert
|-
|align="center"|4||align="center"|[[Coral Capers]]||align="center"|0||align="center"|Underwater||align="center"|Aquatic Ambiance
|-
|align="center"|5||align="center"|[[Barrel Cannon Canyon]]||align="center"|2||align="center"|Jungle||align="center"|DK Island Swing
|-
|align="center"|6||align="center"|BOSS LEVEL: [[Very Gnawty's Lair]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
|-
 
!colspan=5 style="background:saddlebrown;color:white" align=center|{{color-link|Monkey Mines|white}}
|-style=background:#D3D3D3 align=center
!width=5%|#
!width=35%|Level
!width=10%|Bonus Areas
!width=30%|Type of level
!width=20%|Music theme
|-
|-
{{DK level table section|game=dkc|world=[[Kongo Jungle]]}}
|align="center"|7||align="center"|[[Winky's Walkway]]||align="center"|1||align="center"|Walkway||align="center"|Life in the Mines
|-style=background:wheat
|-
|colspan=3|1||[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]||2||Jungle||[[DK Island Swing]]
|align="center"|8||align="center"|[[Mine Cart Carnage]]||align="center"|0||align="center"|Minecart/Mineshaft||align="center"|Mine Cart Madness
|-
|align="center"|9||align="center"|[[Bouncy Bonanza]]||align="center"|2||align="center"|Cave||align="center"|Cave Dweller Concert
|-
|align="center"|10||align="center"|[[Stop & Go Station]]||align="center"|2||align="center"|Mineshaft||align="center"|Misty Menace
|-
|align="center"|11||align="center"|[[Millstone Mayhem]]||align="center"|3||align="center"|Ruins||align="center"|Voices of the Temple
|-
|align="center"|12||align="center"|BOSS LEVEL: [[Necky's Nuts]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
|-
 
!colspan=5 style="background:saddlebrown;color:white" align=center|{{color-link|Vine Valley (world)|white|Vine Valley}}
|-style=background:#D3D3D3 align=center
!width=5%|#
!width=35%|Level
!width=10%|Bonus Areas
!width=30%|Type of level
!width=20%|Music theme
|-
|align="center"|13||align="center"|[[Vulture Culture]]||align="center"|3||align="center"|Forest||align="center"|Forest Frenzy
|-
|align="center"|14||align="center"|[[Tree Top Town]]||align="center"|2||align="center"|Treetops||align="center"|Treetop Rock
|-
|align="center"|15||align="center"|[[Forest Frenzy]]||align="center"|2||align="center"|Forest||align="center"|Forest Frenzy
|-
|align="center"|16||align="center"|[[Temple Tempest]]||align="center"|2||align="center"|Ruins||align="center"|Voices of the Temple
|-
|align="center"|17||align="center"|[[Orang-utan Gang]]||align="center"|5||align="center"|Jungle||align="center"|DK Island Swing
|-
|align="center"|18||align="center"|[[Clam City]]||align="center"|0||align="center"|Underwater||align="center"|Aquatic Ambiance
|-
|align="center"|19||align="center"|BOSS LEVEL: [[Bumble B. Rumble]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
|-
 
!colspan=5 style="background:saddlebrown;color:white" align=center|{{color-link|Gorilla Glacier|white}}
|-style=background:#D3D3D3 align=center
!width=5%|#
!width=35%|Level
!width=10%|Bonus Areas
!width=30%|Type of level
!width=20%|Music theme
|-
|align="center"|20||align="center"|[[Snow Barrel Blast]]||align="center"|3||align="center"|Snow||align="center"|Northern Hemispheres
|-
|align="center"|21||align="center"|[[Slipslide Ride]]||align="center"|3||align="center"|Ice cave||align="center"|Ice Cave Chant
|-
|align="center"|22||align="center"|[[Ice Age Alley]]||align="center"|2||align="center"|Snow||align="center"|Northern Hemispheres
|-
|align="center"|23||align="center"|[[Croctopus Chase]]||align="center"|0||align="center"|Underwater||align="center"|Aquatic Ambiance
|-
|align="center"|24||align="center"|[[Torchlight Trouble]]||align="center"|2||align="center"|Cave||align="center"|Cave Dweller Concert
|-
|align="center"|25||align="center"|[[Rope Bridge Rumble]]||align="center"|2||align="center"|Treetops||align="center"|Treetop Rock
|-
|align="center"|26||align="center"|BOSS LEVEL: [[Really Gnawty Rampage]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
|-
 
!colspan=5 style="background:saddlebrown;color:white" align=center|{{color-link|Kremkroc Industries, Inc.|white}}
|-style=background:#D3D3D3 align=center
!width=5%|#
!width=35%|Level
!width=10%|Bonus Areas
!width=30%|Type of level
!width=20%|Music theme
|-
|align="center"|27||align="center"|[[Oil Drum Alley]]||align="center"|4||align="center"|Factory||align="center"|Fear Factory
|-
|align="center"|28||align="center"|[[Trick Track Trek]]||align="center"|3||align="center"|Walkway||align="center"|Life in the Mines
|-
|align="center"|29||align="center"|[[Elevator Antics]]||align="center"|3||align="center"|Cave||align="center"|Cave Dweller Concert
|-
|align="center"|30||align="center"|[[Poison Pond]]||align="center"|0||align="center"|Underwater||align="center"|Aquatic Ambiance
|-
|align="center"|31||align="center"|[[Mine Cart Madness]]||align="center"|3||align="center"|Minecart/Walkway||align="center"|Mine Cart Madness
|-
|align="center"|32||align="center"|[[Blackout Basement]]||align="center"|2||align="center"|Factory||align="center"|Fear Factory
|-
|align="center"|33||align="center"|BOSS LEVEL: [[Boss Dumb Drum]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
|-
 
!colspan=5 style="background:saddlebrown;color:white" align=center|{{color-link|Chimp Caverns|white}}
|-style=background:#D3D3D3 align=center
!width=5%|#
!width=35%|Level
!width=10%|Bonus Areas
!width=30%|Type of level
!width=20%|Music theme
|-
|align="center"|34||align="center"|[[Tanked Up Trouble]]||align="center"|1||align="center"|Walkway||align="center"|Life in the Mines
|-
|align="center"|35||align="center"|[[Manic Mincers]]||align="center"|2||align="center"|Cave||align="center"|Cave Dweller Concert
|-
|align="center"|36||align="center"|[[Misty Mine]]||align="center"|2||align="center"|Mineshaft||align="center"|Misty Menace
|-style=background:#FFF8DC
|-style=background:#FFF8DC
|colspan=3|2||[[Ropey Rampage]]||2||Jungle||DK Island Swing
|align="center"|37||align="center"|[[Necky Nutmare]]||align="center"|1||align="center"|Cave||align="center"|Cave Dweller Concert
|-style=background:wheat
|-
|colspan=3|3||[[Reptile Rumble]]||3||Cave||Cave Dweller Concert
|align="center"|38||align="center"|[[Loopy Lights]]||align="center"|2||align="center"|Mineshaft||align="center"|Misty Menace
|-style=background:#FFF8DC
|-
|colspan=3|4||[[Coral Capers]]||0||Underwater||Aquatic Ambiance
|align="center"|39||align="center"|[[Platform Perils]]||align="center"|2||align="center"|Walkway||align="center"|Life in the Mines
|-style=background:wheat
|-
|colspan=3|5||[[Barrel Cannon Canyon]]||2||Jungle||DK Island Swing
|align="center"|40||align="center"|BOSS LEVEL: [[Necky's Revenge]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
|-style=background:#FFF8DC
|-
|colspan=3|6||BOSS LEVEL: [[Very Gnawty's Lair]]||0||Boss arena||Bad Boss Boogie
 
{{DK level table section|game=dkc|world=[[Monkey Mines]]}}
!colspan=5 style="background:saddlebrown;color:white" align=center|{{color-link|Gangplank Galleon|white}}
|-style=background:wheat
|-style=background:#D3D3D3 align=center
|colspan=3|7||[[Winky's Walkway]]||1||Walkway||Life in the Mines
!width=5%|#
|-style=background:#FFF8DC
!width=35%|Level
|colspan=3|8||[[Mine Cart Carnage]]||0||Minecart/Mineshaft||Mine Cart Madness
!width=10%|Bonus Areas
|-style=background:wheat
!width=30%|Type of level
|colspan=3|9||[[Bouncy Bonanza]]||2||Cave||Cave Dweller Concert
!width=20%|Music theme
|-style=background:#FFF8DC
|-
|colspan=3|10||[[Stop & Go Station]]||2||Mineshaft||Misty Menace
|align="center"|41||align="center"|BOSS LEVEL: [[Gang-Plank Galleon]]||align="center"|0||align="center"|Ship||align="center"|Gang-Plank Galleon
|-style=background:wheat
|colspan=3|11||[[Millstone Mayhem]]||3||Ruins||Voices of the Temple
|-style=background:#FFF8DC
|colspan=3|12||BOSS LEVEL: [[Necky's Nuts]]||0||Boss arena||Bad Boss Boogie
{{DK level table section|game=dkc|world=[[Vine Valley (world)|Vine Valley]]}}
|-style=background:wheat
|colspan=3|13||[[Vulture Culture]]||3||Forest||Forest Frenzy
|-style=background:#FFF8DC
|colspan=3|14||[[Tree Top Town]]||2||Treetops||Treetop Rock
|-style=background:wheat
|colspan=3|15||[[Forest Frenzy]]||2||Forest||Forest Frenzy
|-style=background:#FFF8DC
|colspan=2|16||18||[[Temple Tempest]]||2||Ruins||Voices of the Temple
|-style=background:wheat
|colspan=2|17||16||[[Orang-utan Gang]]||5||Jungle||DK Island Swing
|-style=background:#FFF8DC
|colspan=2|18||17||[[Clam City]]||0||Underwater||Aquatic Ambiance
|-style=background:wheat
|colspan=3|19||BOSS LEVEL: [[Bumble B. Rumble]]||0||Boss arena||Bad Boss Boogie
{{DK level table section|game=dkc|world=[[Gorilla Glacier]]}}
|-style=background:wheat
|colspan=3|20||[[Snow Barrel Blast]]||3||Snow||Northern Hemispheres
|-style=background:#FFF8DC
|colspan=3|21||[[Slipslide Ride]]||3||Ice cave||Ice Cave Chant
|-style=background:wheat
|colspan=2|22||23||[[Ice Age Alley]]||2||Snow||Northern Hemispheres
|-style=background:#FFF8DC
|colspan=2|23||22||[[Croctopus Chase]]||0||Underwater||Aquatic Ambiance
|-style=background:wheat
|colspan=2|24||25||[[Torchlight Trouble]]||2||Cave||Cave Dweller Concert
|-style=background:#FFF8DC
|colspan=2|25||24||[[Rope Bridge Rumble]]||2||Treetops||Treetop Rock
|-style=background:wheat
|colspan=3|26||BOSS LEVEL: [[Really Gnawty Rampage]]||0||Boss arena||Bad Boss Boogie
{{DK level table section|game=dkc|world=[[Kremkroc Industries, Inc.]]}}
|-style=background:wheat
|colspan=3|27||[[Oil Drum Alley]]||4||Factory||Fear Factory
|-style=background:#FFF8DC
|colspan=3|28||[[Trick Track Trek]]||3||Walkway||Life in the Mines
|-style=background:wheat
|colspan=2|29||30||[[Elevator Antics]]||3||Cave||Cave Dweller Concert
|-style=background:#FFF8DC
|colspan=2|30||29||[[Poison Pond]]||0||Underwater||Aquatic Ambiance
|-style=background:wheat
|colspan=2|31||32||[[Mine Cart Madness]]||3||Minecart/Walkway||Mine Cart Madness
|-style=background:#FFF8DC
|colspan=2|32||31||[[Blackout Basement]]||2||Factory||Fear Factory
|-style=background:wheat
|colspan=3|33||BOSS LEVEL: [[Boss Dumb Drum]]||0||Boss arena||Bad Boss Boogie
{{DK level table section|game=dkc|world=[[Chimp Caverns]]}}
|-style=background:wheat
|colspan=3|34||[[Tanked Up Trouble]]||1||Walkway||Life in the Mines
|-style=background:#FFF8DC
|colspan=3|35||[[Manic Mincers]]||2||Cave||Cave Dweller Concert
|-style=background:wheat
|colspan=3|36||[[Misty Mine]]||2||Mineshaft||Misty Menace
|-style=background:#FFF8DC
|N/A||37||N/A||[[Necky Nutmare]]||1||Cave||Cave Dweller Concert
|-style=background:wheat
|37||38||37||[[Loopy Lights]]||2||Mineshaft||Misty Menace
|-style=background:#FFF8DC
|38||39||38||[[Platform Perils]]||2||Walkway||Life in the Mines
|-style=background:wheat
|39||40||39||BOSS LEVEL: [[Necky's Revenge]]||0||Boss arena||Bad Boss Boogie
{{DK level table section|game=dkc|world=[[Gangplank Galleon]]}}
|-style=background:wheat
|40||41||40||BOSS LEVEL: [[Gang-Plank Galleon]]||0||Ship||Gang-Plank Galleon
|}
|}
In addition to saving at a world's [[Save Point|Candy's Save Point]], the Kongs can also use [[Funky's Flights]] to save at a previous world (except in the first world). In each world, they can save after every level once they encounter either of these amenities.
*In [[Kongo Jungle]], Funky's Flights can be accessed after [[Coral Capers]], and Candy's Save Point can be accessed after [[Barrel Cannon Canyon]]. The Kongs can save after five levels.
*In [[Monkey Mines]], Candy's Save Point can be accessed after [[Stop & Go Station]], and Funky's Flights can be accessed after [[Millstone Mayhem]]. The Kongs can save after four levels.
*In [[Vine Valley]], Funky's Flights can be accessed after [[Tree Top Town]], and Candy's Save Point can be accessed after [[Orang-utan Gang]]. The Kongs can save after two levels.
*In [[Gorilla Glacier]], Candy's Save Point and Funky's Flights can both be accessed after [[Torchlight Trouble]]. The Kongs can save after five levels.
*In [[Kremkroc Industries, Inc.]], Candy's Save Point can be accessed after [[Elevator Antics]], and Funky's Flights can be accessed after [[Mine Cart Madness]]. The Kongs can save after three levels.
*In [[Chimp Caverns]], Funky's Flights can be accessed after [[Misty Mine]], and Candy's Save Point can be accessed after [[Platform Perils]]. The Kongs can save after three levels.
==Differences in other versions==
===Super Nintendo Entertainment System===
{{rewrite|section=yes}}
{{see also|tcrf:Donkey Kong Country (SNES)#Version Differences}}
Three different versions are known to exist for the North American release.
;V1.1
In [[Trick Track Trek]], the moving platform does not fall instantly once it reaches the end of the line. Otherwise, it is v1.0.
;V1.2 ([[Player's Choice]])
In [[Coral Capers]], there is a gap between the [[Star Barrel|Continue Barrel]] and lower platform.<ref>{{media link|DKC V1 2.png|v1.2}}</ref> Otherwise, the game is at most v1.1.<ref>{{media link|DKC V1 1.png|v1.1}}</ref>
;Japanese
*Rather than only [[Donkey Kong]] and [[Diddy Kong]] appearing on the title screen, the Japanese version of the screen includes both [[Kong]]s, as well as all five animal buddies, and a pair of [[Zinger]]s.
*On the World Map, the DK head next to [[DK's Tree House|Donkey Kong's Treehouse]] is not present.
*[[Manky Kong]] takes two hits from Diddy to be defeated, unlike in the American/European versions where either Kong can kill him in a single blow.
*The [[Rock Kroc]]s in [[Stop & Go Station]] can be defeated in the Japanese version via DK's [[Hand Slap]], whereas they cannot be defeated at all in the other versions.
*In the Japanese version, Hand Slapping three enemies consecutively would earn DK several [[banana]]s.
*Extra [[DK Barrel]]s were added to various levels:
**In [[Barrel Cannon Canyon]], an extra barrel was added near the [[KONG Letters|letter N]].
**In [[Snow Barrel Blast]], two barrels were added to the [[Barrel Cannon]] section, and one of the existing ones was moved.
**In [[Elevator Antics]], an extra barrel is present at the top of the vine leading to the first [[bonus room]].
**In [[Mine Cart Madness]], an extra barrel was added near the level's [[Star Barrel|Continue Barrel]].
**In [[Loopy Lights]], an extra barrel is present near the first [[Necky]].
*Certain levels were made easier:
**In [[Mine Cart Carnage]], some of the crashed [[Mine Cart]]s were removed.
**An extra [[TNT Barrel|TNT Drum]] was added to [[Millstone Mayhem]].
**The [[Mini-Necky]] was removed from the end of [[Vulture Culture]].
**A specific room in [[Clam City]] contains only three piranhas instead of four.
**The first [[Klaptrap]] has been removed from [[Snow Barrel Blast]], as well as one of the Neckies, and the green Zinger before the Barrel Cannon.
**One of the [[Army|Armies]] was removed from the stage, alongside the Zinger placed directly above it. Additionally, the fourth blue [[Kritter]] and another pair of Zingers were removed.
**The [[oil drum]]s in [[Oil Drum Alley]] have a longer gap between the times when they release flames, thus making them attack less frequently.
**The moving platforms in [[Trick Track Trek]] do not automatically drop at the end of their cables, giving the player more time to jump off.


===Game Boy Color===
==Differences from original==
[[File:Necky Nutmare.png|200px|thumb|Diddy Kong in Necky Nutmare, a level exclusive to the Game Boy Color remake]]
[[File:Necky Nutmare.png|200px|thumb|Diddy Kong in Necky Nutmare, a level exclusive to the Game Boy Color remake]]
''Donkey Kong Country'' was remade for the [[Game Boy Color]] in 2000. It was released in Japan under the title ''Donkey Kong 2001'' (ドンキーコング2001) and, as the name implies, it was released there in 2001. There are several differences, some of which are because of the Game Boy Color's limited hardware capabilities. Differences include:
''Donkey Kong Country'' was remade for the [[Game Boy Color]] in 2000. It was released in Japan under the title ''Donkey Kong 2001'' (ドンキーコング2001) and, as the name implies, it was released there in 2001. There are several differences, some of which are because of the Game Boy Color's limited hardware capabilities. Differences include:
Line 659: Line 660:
*The game saves automatically after completing a level. As a result, Candy's Save Point was replaced by [[Candy's Challenge]] where Donkey Kong or Diddy must complete a challenge in each world.
*The game saves automatically after completing a level. As a result, Candy's Save Point was replaced by [[Candy's Challenge]] where Donkey Kong or Diddy must complete a challenge in each world.
*The staff credits shows various screenshots instead of taking place in [[DK's Tree House]]. The cast of characters no longer appears in the game.
*The staff credits shows various screenshots instead of taking place in [[DK's Tree House]]. The cast of characters no longer appears in the game.
===Game Boy Advance===
[[File:Candy's Dance Studio.png|200px|thumb|Gameplay of the Candy's Dance Studio minigame]]
Another remake of the game was made for the Game Boy Advance in 2003, this one more closely resembling the original in terms of graphics and sound due to the system's more powerful hardware. Even so, the game features several differences from the original:
*An intro cutscene is played when the player starts a new file, which is an abridged version of the story from the manual.
**Regarding the cutscene, a difference between the cutscene and the manual was who ended up being responsible for subduing Diddy. In the cutscene, it was Krusha. In the manual, it was Klump.
*A "Time Attack" mode has been added, called [[DK Attack]], where Donkey and Diddy Kong must collect objects and complete the level in a certain amount of time.
*Rock Krocs can now be defeated by Donkey Kong's [[Hand Slap]] when they are stopped by [[Stop & Go Barrel]]s.
*Some enemies come in different colors (normal Gnawties are blue, normal Kritters are purple, etc.) The original colors of some of said enemies are briefly featured in the credits.
*The Blast Barrels that send the Kongs to [[bonus room]]s are replaced by the [[Bonus Barrel]]s used in ''Donkey Kong Country 2'' and ''Donkey Kong Country 3''.
**Bonus rooms now have title cards ("Find the Exit", "Stop the Barrel", etc); this is another carryover from the sequels.
**Also, as in the sequels, bonus rooms can now be reentered.
*The Blast Barrels that send the Kongs near the end of the level are replaced by [[Warp Barrel]]s.
**The Warp Barrel in [[Millstone Mayhem]] has a different location, while the Warp Barrels in [[Vulture Culture]], [[Tree Top Town]], and [[Slipslide Ride]] were removed. In contrast, more Warp Barrels where added in the early levels, so all the levels in Kongo Jungle and Monkey Mines have one. This is a carryover from the sequels, which only have Warp Barrels in all the levels from their first two worlds.
**When the heroes enter a Warp Barrel, they are sent into a short area that contains a group of bananas that spell out the word "WARP". In the original version of the game, as well as in the Game Boy Color version, the original barrel simply sends them to the end of the level and not into this short area.
*From Vine Valley onwards, there are some changes from the original:
**The bosses are fought a little differently:
***Queen B. now has several Zingers surrounding her when she gets hit and turns red, which all must be taken out with barrels before she can be damaged again.  The Zingers' placement changes after each hit.
***Really Gnawty, rather than making high leaps after being hit, leaps over to the side of the stage, and causes stalactites to fall from the ceiling, before leaping around again.
***After defeating the enemies that Dumb Drum drops, as it attempts to crush the player, the player must throw TNT Drums at it to damage it.
***The player battles both Master Necky Snr. and Master Necky simultaneously. Rather than tossing an increasing number of nuts, Master Necky Snr. and Master Necky each toss a single nut at the same time, before either can be hit.  After one is defeated, the other will toss four nuts before being vulnerable.
**Some of the levels in the third through fifth worlds are reordered:
***Temple Tempest is the sixth level in Vine Valley, rather than the fourth. This makes Orang-utan Gang and Clam City the fourth and fifth levels, respectively.
***In Gorilla Glacier, Ice Age Alley and Croctopus Chase swapped placements, and so too have Rope Bridge Rumble and Torchlight Trouble.
***In Kremkroc Industries Inc., Poison Pond and Elevator Antics are swapped. Blackout Basement and Mine Cart Madness are also swapped.
*Very Gnawty and Really Gnawty swapped colors, but in accordance to the normal Gnawties' color change, Really Gnawty is now blue instead of grayish-green.
*Some unused elements from the original that were still kept in its data were used in this remake. Examples include Necky's falling feathers when defeated, Cranky Kong's walking sprites and most of his unused dialogues.
*After each boss, Cranky Kong comes out and compliments the Kongs on beating the boss while criticizing the bosses.
*The game can be saved at any time or place, including halfway points in levels. With this, Candy's save areas are replaced with [[Candy's Dance Studio|a dance studio]], with different theme music. Here, a dancing minigame can be played.
*After meeting Funky (who also has different music) once, he can be summoned anytime on the world map.
*From [[Monkey Mines]] onward, the maps have been redesigned. The world maps are also zoomed in more.
**On the world map,  rather than in straight lines, the Kongs follow curved pathways between each level, similar to the sequels. The flashing ovals that mark the path are replaced with banana peels.
*Some of the level backgrounds are edited:
**At the end of [[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]], the time of day does not change to night, unlike in the original.
***Likewise, [[Ropey Rampage]] remains overcast and stormy throughout. These changes were likely made to make the levels easier to see on the original, unlit Game Boy Advance screen.
**The walls behind [[Stop & Go Station|the]] [[Misty Mine|mine]] [[Loopy Lights|levels']] ground areas are hollowed out slightly, as the background can be seen through them.
***Loopy Lights's background is changed to that of [[Mine Cart Carnage]] and Misty Mine.
**[[Slipslide Ride]]'s farthest background is now gem-filled, rather than plain purple.
*Various foreground objects were added to some level environments that lacked them (ex: temple levels with trees in front, beams in mine levels).
*To get [[Completion#Donkey Kong Country|101% Completion]], the player now also has to collect all of the K-O-N-G Letters and fill up the scrapbook.
**The game exclusively features the "Hero Mode", unlocked for getting at least 90% completion on a save file. In this mode, the player controls a yellow-clothed Diddy, who must complete every level without the help of Continue Barrels or DK. However, the player can get the 101% the same way as in the original.
*When the player saves the game, it also saves the number of lives and bananas the Kongs have, unlike in the original, which resets the count to five extra lives and no bananas every time that the game is reset.
*The game has more sound effects and character voices, particularly from ''[[Donkey Kong 64]]'', and enemies have different sound effects when beaten.
**Donkey, Diddy, and King K. Rool now reuse their voice clips from ''Donkey Kong 64''.
*K-O-N-G Letters spin around as in the sequels, instead of always facing the screen; they also no longer sparkle or shimmer. This makes their animations more consistent in the series.
*A scrapbook, similar to the one in the Game Boy Color version, was added; the Kongs have to collect [[photograph]]s throughout the game in order to add pictures to it.
*The Two Player Contest option (while starting a new file) was removed. This option was removed in the remakes of its two sequels as well.
*[[Very Gnawty]] appears in [[DK's Tree House]] after defeating [[Really Gnawty]]. When it realizes that the Kongs have arrived, Very Gnawty hops past them and out of the front door. This can be performed only once per file, however.
*Queen B is now dizzy upon defeat in addition to moving constantly. In the original, she just occasionally moved.
*The cast of characters take place on [[Gangplank Galleon]] instead of DK's Tree House.
**Only the enemies, bosses, and animal buddies are shown with their names during the cast scene; the Kongs are not listed.
**After the cast of characters finishes, the Kongs are all shown on the Gangplank Galleon contemplating their adventure, when King K. Rool forces them off with the threat of using the ship's onboard cannons to blow up Donkey Kong Island. As the Kongs swim back to shore, K. Rool promises to return as his ship sails away. Cranky then criticizes the ending as a cheap attempt at [[Donkey Kong Country 2: Diddy's Kong Quest|setting up for a sequel]].


==Glitches==
==Glitches==
{{main|List of Donkey Kong Country glitches}}
{{main|List of Donkey Kong Country glitches}}
===Bonus Level Early Exit===
This glitch can only be done in the Game Boy Advance version. The Kongs must go to the first [[Bonus Level]] found in [[Platform Perils]] and stand underneath the fourth barrel and a little to the right of it. Now, the Kongs have to hit this barrel when the G is not showing up. If they do it right, they will lose the bonus level as usual, but they will end up walking out early, not showing their Mini-Game defeat animation. This can be done with either Donkey Kong or Diddy Kong.
===Enguarde Warps Colors===
First, the player has to go to [[Croctopus Chase]]. Then, after the parts where the Kongs are carried from one place to another by the blast barrels, the Kongs will have to find [[Enguarde]] and get on him. Then the player has to go back through the level until the Kongs reach the last blast barrel that the apes were shot from. By simply getting in that barrel and getting fired out, the player can perform four different glitches:
#The first of these is that Diddy will be walking, not swimming, behind Donkey Kong. The player can get off Enguarde and swim to his side. Then the player must press select. If done correctly, the camera will freeze and Diddy alone will be able to walk around as if it were a land level.
#While still frozen, the player could jump back on Enguarde. Diddy should turn into a greenish-blue color and hover in mid-air. This allows the player to control Enguarde by himself, which results in the Kongs being left behind if the player continues on through the level.
#While on Enguarde, the player can press {{button|snes|Y}} and then {{button|snes|A}} once quickly after. Enguarde should turn into another greenish-blue Diddy that the player will be able to control. If the player touches the other floating Diddy it will turn the player back into Enguarde.
#While using Enguarde once again, the player needs to press the {{button|snes|A}} quickly and repeatedly; it will permanently turn him into a reddish color with either DK or Diddy following behind.
As this new red Enguarde, the player has to have Diddy follow behind him (if Donkey is behind the player, the player will have to press {{button|snes|A}} twice and the Kongs should switch). Then, the player has to press {{button|snes|Y}} and the player then has to press {{button|snes|A}}. This results in Enguarde transforming into an oddly colored Donkey Kong that hovers in the air while the player is left controlling the Kongs once again.
The player can redo this with DK following behind the player while the player is controlling Enguarde, and a normally colored Diddy should be hovering in the air instead of the oddly colored Donkey Kong.


==Quotes==
==Quotes==
{{main|List of Donkey Kong Country quotes}}
{{main|List of Donkey Kong Country quotes}}
===[[Candy Kong]]===
*"''Hi, I'm Candy Kong and this is [[Candy's Save Point|my Save Point]]!''"
*"''If you want to save your current game, just jump into my spinning [[Star Barrel|save barrel]]!''"
*"''Hello guys, got anything worth saving?''"
*"''Wow! You guys really came a long way! Save your game now, while you have the chance!''"
*"''Yoo-hoo, [[Donkey Kong|Honey Kong]]! Now's a good time to save where you've gotten to!''"
*"''It must have been hard work for you to come all this way! Why not save your game?''"
*"''Can I help you [[Kong|monkeys]] save your game?''"
*"''How would you like a quick spin in my save barrel?''"
*"''I don't think [[King K. Rool|he]] is, sugar. Let's get off [[Gangplank Galleon|this manky ship]].''"
==Soundtrack==
The game's soundtrack was released in Japan under the title ''[[Super Donkey Kong Game Music CD Jungle Fantasy]]''<ref>https://vgmdb.net/album/149</ref>. This album has a total of 28 tracks, including most of the original soundtrack of the game and seven new arrangements by Yoshiyuki Ito. A different album, entitled ''[[DK Jamz]]'', was released in the United States<ref>https://vgmdb.net/album/15975</ref>, Germany<ref>https://vgmdb.net/album/15975</ref> and France<ref>https://www.discogs.com/Unknown-Artist-La-Bande-Originale-De-Donkey-Kong-Country/release/6927992</ref>. The latter features 23 or 25 tracks depending on the version, including some omitted from the Japanese soundtrack. It also features one of the Yoshiyuki Ito covers, although Ito is not credited.
==Development==
The lead-up to ''Donkey Kong Country''{{'}}s creation started in the summer of 1993. While visiting [[Rare Ltd.|Rare]] as a part of a globe-travelling journey to find potential quality games in development, Tony Harman of [[Nintendo]] of America saw a [[Tech Demo]] showing an animated, computer-rendered boxer punching. Rare was experimenting with 3D animation at the time as they found the then-popular {{wp|Digitizing|digitization}} technique too restrictive.<ref name="Nintendo Power">''[[Nintendo Power]]'', Issue 64, September 1994, ''The Making of Donkey Kong Country''</ref> Impressed by the demo, Harman lobbied for Nintendo to collaborate with Rare, and, with the help of {{wp|Genyo Takeda}} and [[Shigeru Miyamoto]], managed to convince them. Nintendo approached Rare with the mandate to make a game that would have "better graphics than ''Aladdin''"<ref name="Retrogamer">[https://web.archive.org/web/20160306023207/http://www.nowgamer.com/the-making-of-donkey-kong-country/ The Making Of ''Donkey Kong Country''] (accessed February 20 2012)</ref> (presumably referring to {{wp|Disney's Aladdin (Virgin Games)|the popular 1993 Sega Genesis game}}, which was lauded for its impressive graphics and animation hand-drawn by Disney animators). They recommended that it should star [[Donkey Kong]], as they thought that the character and his universe were less explored than other Nintendo properties and that thus Rare could have greater creative freedom while making the game.<ref name="Nintendo Power"/>
A team of 12 people were assembled for the project, which was the most Rare had assigned for a single game at the time. [[Gregg Mayles]] cited ''[[Super Mario Bros. 3]]'' as his chief inspiration<ref name="Retrogamer"/>, saying that he wanted to imitate its structure while also providing smooth and flowing level designs that skilled players could navigate quickly. A team of developers were sent to the nearby Twycross Zoo to observe the movements of real gorillas, but found that it would not suited to the fast-paced platformer that they wanted to make.<ref name="Retrogamer"/> The team created around fifteen different styles of movement for Donkey Kong, including ones based on rabbits and frogs, before arriving at the current animations, based loosely on the movements of horses.<ref name="Retrogamer"/> The [[Kremling]]s originated from another project Rare was developing at the same time (which, according to Rareware employee Gregg Mayles was from a canceled adventure game named ''Jonny Blastoff and the Kremling Armada''.<ref>Ayden_ (July 5 2017) .[http://www.jeuxvideo.com/news/651885/les-coulisses-de-donkey-kong-country-des-gorilles-et-des-hommes.htm Les coulisses de ''Donkey Kong Country'' : Des gorilles et des hommes]. ''Jeuxvidéo.com''. Retrieved July 31, 2017)</ref><ref>Gregg Mayles (@Ghoulyboy). [https://twitter.com/Ghoulyboy/status/639226685213265924 Twitter post on September 2, 2015]. ''Twitter''. Retrieved July 31, 2017)</ref>), but were transplanted into the game as Rare found that they were a good fit for ''Donkey Kong Country''{{'}}s aesthetic.<ref name="Nintendo Power"/> The developers also wanted the screen to be as "clutter-free" as possible, which lead to the creation of a "buddy" character so that the player could take more than one hit, inspired by the "big Mario returns to little Mario" system of the ''[[Super Mario (series)|Super Mario]]'' games.<ref name="Retrogamer"/> [[Donkey Kong Jr.]] was first considered for the role, but he was changed into [[Diddy Kong|a separate character]] as Nintendo felt Rare's redesign looked too different.<ref name="Retrogamer"/>
Rare demoed an early version of the game at Nintendo's headquarters in Kyoto. Reception of the demo was mixed, with [[Gunpei Yokoi]] remarking that the game looked "too 3D".<ref name="Retrogamer"/> However, Shigeru Miyamoto approved of what was done with the project. He and his staff gave advice to Rare on how to improve the game, with one of the results being the implementation of the [[Hand Slap]] move a few weeks before completion.<ref name="Retrogamer"/>
===Game Boy Advance remake===
The [[Game Boy Advance]] remake was coded from scratch.<ref name="DK Vine">[http://www.dkvine.com/features/stamped_dkcgba.html DK Vine: The ''Donkey Kong Country'' GBA Trilogy]</ref> The developers extensively playtested the port to make sure the physics and controls were true to the original version, though some deviations were made to improve some mechanics and the level design.<ref name="DK Vine"></ref>
Some of the floppies containing the original graphic assets were lost, while the surviving ones were disorganized and mostly unusable. To remedy this problem, team members ripped the sprites using an emulator.<ref name="DK Vine"></ref> Most of the backgrounds were redone from the ground up to fit the Game Boy Advance's screen resolution, scale, and color palette.


==Reception==
==Reception==
At the time of its release, ''Donkey Kong Country'' received universal acclaim by critics and audiences, with the game being praised for its visuals, controls, and replayability. The massive hype it received due to its innovative use of pre-rendered 3D sprites and subsequent commercial success has been credited with extending the SNES's lifespan and help the system stay relevant in the face of the next-generation {{wp|Sega Saturn}} and {{wp|PlayStation (console)|PlayStation}} consoles.<ref>Jeremy Parish (August 8, 2016). [http://www.usgamer.net/articles/reconsidering-donkey-kong-country-gamings-empty-handed-bluff ''Donkey Kong Country'', Gaming's Biggest Bluff]. ''USGamer''. Retrieved September 26 2017</ref> The [[Game Boy Color]] remake was similarly praised for taking a graphically-impressive title and putting it to the platform in a complete and technically competent form, in contrast to other unsuccessful attempts at directly porting or remaking home console games for handhelds. The game was placed 39th in the 100th issue of ''Nintendo Power''{{'}}s "100 best Nintendo games of all time" in 1997 and it was rated the 90th best game on a Nintendo system in their top 200 games list in 2006.
The Game Boy Color remake was praised for taking a graphically-impressive title and putting it to the platform in a complete and technically competent form, in contrast to other unsuccessful attempts at directly porting or remaking home console games for handhelds.


Following Rare's acquisition by Microsoft, ''Donkey Kong Country'' experienced a period of backlash. ''Electronic Gaming Monthly'' placed the game in their top 10 overrated games list (despite the publication previously awarding it the 1994 Game of the Year award), and, in their review of the [[Game Boy Advance|GBA]] version, stated that the game did not hold up. Similarly, GameSpy placed it ninth on their list of the top 25 most overrated games of all time.<ref>https://web.archive.org/web/20070113045844/http://archive.gamespy.com/articles/september03/25overrated/index18.shtml</ref> Regardless, the Game Boy Advance and [[Virtual Console]] re-releases were still positively received.
{|class="wikitable review_template"cellpadding="4"style="width:100%; text-align:center; border:2px solid black; margin-bottom:5px"
{|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
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|Comment
|Comment
|-
|-
|[[Super Nintendo Entertainment System|SNES]]
|Game Boy Color
|George Wood, Flight of Fantasies
|''n.d''
|"''Donkey Kong Country is truly perfect. If you do not get this amazing new generation of Donkey Kong Country madness, you are stupid. Yes, I know it's insulting, but that's also the truth. If you're a true video game fan, you will not hesitate in the slightest bit to buy this piece of gaming history.''"
|-
|SNES
|Mr. Goo, Die Hard Game Fan
|100/100
|"''When you see Donkey Kong Country for the first time, you'll do what I did ... turn into a blabbering, drooling idiot! This is the most amazing 16-bit game yet, and that's a fact. Simply everything about DKC is kick-butt rocking magnificent ... you'd swear it was 32-bit. If you possess a SNES, you have no excuse not to buy this game NOW.''"
|-
|SNES
|Nintendo Power
|4.4/5
|"''The ultimate graphics in the best action adventure game ever for the Super NES or any other video games system. It's simply the best. Battery backed-up memory. 100 bonus areas. MINUS: Players may miss many of the bonus areas and think the game is shorter than it really is. (You must try everything to get the full impact!''"
|-
|[[Game Boy Color]]
|Frank Provo, [http://www.gamespot.com/reviews/donkey-kong-country-review/1900-2657317/ Gamespot]
|Frank Provo, [http://www.gamespot.com/reviews/donkey-kong-country-review/1900-2657317/ Gamespot]
|9.1/10
|9.1/10
|"''Donkey Kong Country is one of the most playable and replayable Game Boy Color games ever created. Despite being a little rough around the edges, Donkey Kong Country once again proves that stereotypes and misconceptions can be broken. The quality of a game doesn't rest with what system it's on, but with those who make it. As such, Donkey Kong Country may be on the Game Boy Color, but it's still as impressive and pertinent as it was in 1994 on the Super Nintendo.''"
|"''Donkey Kong Country is one of the most playable and replayable Game Boy Color games ever created. Despite being a little rough around the edges, Donkey Kong Country once again proves that stereotypes and misconceptions can be broken. The quality of a game doesn't rest with what system it's on, but with those who make it. As such, Donkey Kong Country may be on the Game Boy Color, but it's still as impressive and pertinent as it was in 1994 on the Super Nintendo.''"
|-
|[[Game Boy Advance]]
|Electronic Gaming Monthly
|60/100
|"''Besides the graphics, which still look good, the game has not held up well.''"
|-
|[[Wii]]
|Lucas M. Thomas, [http://ca.ign.com/articles/2007/02/20/donkey-kong-country IGN]
|8.5/10
|"''A sacrifice may be offered of some of your nostalgic feelings for this title, as its revolutionary-in-1994 visuals aren't as spectacular any more, now in 2007. But DKC's gameplay is still a lot of fun, and it's still easy to see why this was the game that saved the Super.''"
|-
|Wii
|Damien McFerran, [http://www.nintendolife.com/reviews/vc/donkey_kong_country_snes Nintendo Life] (formerly VC Reviews)
|9/10
|"''Over a decade has passed since this game's original release and although some of the shine has dulled it still manages to impress. Although it's not in the same league as the sublime [[Super Mario World]], Donkey Kong Country still ranks as one of the better SNES platformers and is a worthy download on the Virtual Console.''"
|-
|-
!colspan="4"style="background-color:silver; font-size:120%; text-align: center;"|Aggregators
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|colspan=2|Compiler
|colspan=2|Compiler
|colspan=2|Platform / Score
|colspan=2|Platform / Score
|-
|colspan=2|Metacritic
|colspan=2 style="background-color:LimeGreen"|GBA - [http://www.metacritic.com/game/game-boy-advance/donkey-kong-country 78]
|-
|-
|colspan=2|GameRankings
|colspan=2|GameRankings
|colspan=2|SNES - [http://www.gamerankings.com/snes/588282-donkey-kong-country/index.html 88.94%], GBC - [http://www.gamerankings.com/gbc/370532-donkey-kong-country/index.html 90.38%] GBA - [http://www.gamerankings.com/gba/589452-donkey-kong-country/index.html 78.61%]
|colspan=2 style="background-color:LimeGreen"|[http://www.gamerankings.com/gbc/370532-donkey-kong-country/index.html 90.38%]
|}
|}
{{br}}
{{br}}


===Sales===
 
''Donkey Kong Country'' ended up selling more than expected, since the game was released at the peak of the 16-bit era. The game had an extremely successful first day at the stores, and sold 9.3 million copies worldwide, making it the third best-selling game on the Super Nintendo, following ''[[Super Mario World]]'' and ''[[Super Mario All-Stars]]''.<ref>http://www.vgchartz.com/game.php?id=3108</ref> To date, it is the best-selling ''Donkey Kong'' game and overall Rare's best-selling game.<ref>http://www.gamespot.com/gba/action/donkeykongcountry/review.html</ref>


==References to other games==
==References to other games==
*''[[Donkey Kong (game)|Donkey Kong]]'' - Cranky Kong is said to be the Donkey Kong from this game who fought [[Mario]] in some of his own games.<ref name="DKC Manual">''Donkey Kong Country Instruction Booklet'', Nintendo, 1994, p. 6. "In his heyday, Cranky was the original Donkey Kong who battled Mario in several of his own games."</ref> The oil drums from the first stage of this game were also featured in ''Donkey Kong Country'' at Oil Drum Alley. In addition, the intro of the game has Cranky Kong listening to and operating a phonogram that's playing the theme song for the original ''Donkey Kong'' arcade game in a background resembling the iron bars from the original arcade game before Donkey Kong drowns out the music with his boom box and proceeds to knock Cranky Kong out of the area, revealing that the setting is actually within the jungle, further implying Cranky Kong's connection to the original ''Donkey Kong''.
*''[[Donkey Kong 64]]'': The Select Screen resembles the ''Donkey Kong 64'' one.
GBA version exclusive:
*''{{wp|Sabre Wulf (Game Boy Advance)|Sabre Wulf}}'' - In Cranky's cabin, the head of the game's titular wulf is seen mounted on the wall, with the game's official character art hung beside it. Also, the hat belonging to the game's protagonist, Sabreman, can be seen on a barrel in the cabin.
*''{{wp|Banjo-Kazooie}}'' - In Cranky's cabin, in the foreground can be seen a skull-shaped object with three red feathers, resembling the head of the game's supporting character, Mumbo Jumbo.
 
==References in later games==
[[File:Squeals Wheels DKC3 shot 4.png|200px|thumb|The barrel roll move is reused in ''Donkey Kong Country 3''.]]
*''[[Donkey Kong Land]]'': The semi-sequel of ''Donkey Kong Country'' for the Game Boy, which contains gameplay elements and music remixes from its SNES counterpart.
*''[[Donkey Kong Country 2: Diddy's Kong Quest]]'': The direct sequel, which contains many gameplay elements from its predecessor. Also, in the [[Game Boy Advance]] remake, Diddy makes a reference to the first game in the intro, stating that he did not want to surrender the banana hoard to Kaptain K. Rool after all that he and Donkey Kong went through to get it last time. Additionally, Winky can be seen in the background of Cranky's [[Monkey Museum]].
*''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]'': As with ''Donkey Kong Country 2'', many gameplay elements are reused (including the return of being able to balance the Kongs on Steel Barrels, which is absent in ''Donkey Kong Country 2'').
*''[[Super Smash Bros. (series)|Super Smash Bros.]]'' series: Barrel Cannons seen in ''Donkey Kong Country'' appear here. Also, Kongo Jungle stages appear in the three games as Congo Jungle in the first ''[[Super Smash Bros.]]'' game, and Kongo Jungle in ''[[Super Smash Bros. Melee]]'' and remade in Melee Stages in ''[[Super Smash Bros. Brawl]]''. The fanfare that plays when defeating a boss or winning in a bonus room is used as an arrangement for Donkey Kong's and Diddy Kong's victory theme in all the ''Super Smash Bros.'' games. In ''Ultimate'', King K. Rool's victory theme is an arrangement of an excerpt from the Gangplank Galleon theme. Diddy Kong's up taunt is based on his victory animation from ''Donkey Kong Country''.
**Many of Donkey Kong's various animations from this game (like his crouching, jumping, running, and the way he carries barrels) as well as some of his moves like his [[Hand Slap]] were used in ''Super Smash Bros.'' as part of his moveset. This also happened with Diddy Kong when he was introduced in ''Super Smash Bros. Brawl''.
*Most of Donkey Kong's stages in the ''[[Mario Party (series)|Mario Party]]'', ''[[Mario Kart (series)|Mario Kart]]'', [[Mario Tennis (series)|''Mario Tennis'' franchises]], and other spin-offs are based on elements from ''Donkey Kong Country''.
*''[[Donkey Kong 64]]'': Another installment in the series with many similarities to ''Donkey Kong Country''. It features the entire non-playable Kong cast, as well as another Jungle Hijinxs remix. In the Game Boy Color version, the Select Screen resembles the ''Donkey Kong 64'' one.
*''[[Donkey Kong Country Returns]]'': Many elements from the original version return in this game, including arrangements of the main theme, and characters such as Rambi and Squawks. Some of Cranky Kong's quotes are also reused.
*''[[Donkey Kong Country: Tropical Freeze]]'': In the level Canopy Chaos, Cranky's record player can be found, which plays the original title theme when the player ground pounds in front of it.
*''[[Mini Mario & Friends: amiibo Challenge]]'': [[Barrel Cannon]]s and [[Blast Barrel]]s, as well as [[Mine Cart|minecarts]], have roles in [[Mini Donkey Kong]] and [[Mini Diddy Kong]]'s stages, respectively. Along with a cover of "[[DK Island Swing]]", heard in Mini Donkey Kong's levels, there is also a cover of the Bonus Level theme from ''Donkey Kong Country'', which plays in Mini Diddy Kong's stages.
*''[[WarioWare Gold]]'': [[Donkey Kong Country (microgame)|A microgame]] in [[5-Volt]]'s stage based on ''Donkey Kong Country'' appears in this game.
*''[[Super Mario Party]]'': When Diddy Kong gets Donkey Kong as an ally, the latter says, "Diddy! We're on another adventure together!" referencing this game.
 
==Pre-release and unused content==
{{main|List of Donkey Kong Country pre-release and unused content}}
Early previews video show minor differences, such as items in different spots, different level palettes, and the [[Krusha]] and [[Klump]] enemies being invulnerable to attacks that they are vulnerable to in the final game.
 
Unused data still present on the cartridge include several sprites (including [[Puftup|one enemy]] featured in the sequel), enemy palettes swaps and an early script which depicts [[Cranky Kong]] as a friendlier character.
 
==Staff==
{{main|List of Donkey Kong Country staff}}
''Donkey Kong Country'' was developed by a team of 12 people, the largest development staff of any Rareware game at that point. Rareware co-founder [[Tim Stamper]] was the director while [[Gregg Mayles]] served as the designer.
 
The game had a team of three composers working on it. [[Eveline Fischer]] composed the tracks "Simian Segue", "Candy's Love Song", "Voices of the Temple", "Forest Frenzy", "Treetop Rock", "Northern Hemispheres", and "Ice Cave Chant". Robin Beanland's sole contribution was the [[Funky's Flights]] theme (a holdover from the arcade version of ''[[wikipedia:Killer Instinct (1994 video game)|Killer Instinct]]''<ref>[http://www.youtube.com/watch?v=FtTC1sRlB1c#t=0m50s Early promo video of the arcade version of Killer Instinct]</ref>). [[David Wise]] handled the rest of the soundtrack.<ref>[http://web.archive.org/web/20051227091731/http://www.rareware.com/extra/scribes/scribes_content.html Rare: Scribes (December 21, 2005)] (Internet Archive link)</ref>


==Gallery==
==Gallery==
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Revision as of 22:35, May 9, 2022

Donkey Kong Country
US box art
Developer Rareware
Publisher Nintendo
Platform(s) Game Boy Color
Release date Europe November 17, 2000
USA November 20, 2000[1]
Japan January 21, 2001
Genre Platformer
Rating(s)
ESRB:E - Everyone
PEGI:3 - Three years and older
CERO:A - All ages
Mode(s) 1–2 players
Media
Game Boy Color:
Game Pak
Input
Game Boy Color:

Donkey Kong Country is a 2000 Game Boy Color remake of the Super Nintendo Entertainment System game of the same name. While its graphics and sounds are downgraded to fit the handheld system's more limited capabilities, several new elements are also added.

Story

“I'll hunt them down through every part of my island, until I have every banana from my hoard back!!”
Donkey Kong
Diddy Kong guarding the banana hoard in the Game Boy Advance intro for Donkey Kong Country.
Diddy guards the banana hoard at the start of the game (GBA version)

During a stormy night on Donkey Kong Island, Donkey Kong orders Diddy to guard his banana hoard for his "hero training" until midnight. While watching for predators beneath the darkness, Diddy hears noises outside. He nervously asks, "W-w-who goes there?!". An ominous voice tells the other to seal Diddy in a barrel, kick it into the bushes, and steal the bananas. Diddy gets ambushed by Kremlings, some of which he manages to defeat with his Cartwheel Attack until being overpowered by Klump. He seals Diddy in a DK Barrel and kicks it across the jungle. The Kremlings load the entire banana hoard onto their vehicles and carry them through the jungle, dropping behind trails of bananas.

The next morning, Donkey Kong wakes up by a loud calling of his name. Realizing that he slept through his watch, Donkey Kong quickly exits his tree house, only to find Cranky Kong outside. Cranky prompts Donkey Kong to check the banana cave for a "big surprise". Inside the cave, Donkey Kong finds out that all of his bananas were stolen, with only a few discarded peels lying around. Cranky mocks Donkey Kong for shirking his responsibility, noting that Diddy is also gone. Meanwhile, Donkey Kong is in disbelief over his stolen bananas and rages that the Kremlings stole all of them. Donkey Kong vows to bring payback upon the Kremlings and recover his banana hoard.

Cranky Kong wakes up Donkey Kong to tell him of the missing bananas from the banana hoard in the Game Boy Advance intro for Donkey Kong Country.
Cranky wakes up Donkey Kong to tell him about the stolen bananas

Cranky breaks the fourth wall by questioning why the "game idea" involves finding Diddy and rescuing bananas instead of a damsel in distress. Donkey Kong tells how Diddy wishes to be a video game hero like Donkey Kong. Cranky believes neither of them are suitable for being video game heroes, and he goes on to brag about his popularity during the arcade era. Deeming the adventure "ridiculous", Cranky believes Donkey Kong would be lucky to even sell ten copies of the game. Donkey Kong gets mad at Cranky and insists on going on an adventure to save Diddy and recover the stolen bananas. Donkey Kong leaves and follows a trail of bananas along his way. Cranky briefly hesitates, but then follows after Donkey Kong. Cranky mumbles that Donkey Kong may need his help and further mentions that kids do not have respect for their elders anymore.[2]

In the first level, Donkey Kong releases Diddy Kong, who tags along during the adventure. Together, the Kongs travel through various areas, including jungles, mines, forests, temples, snowy mountains, caves, and factories. With assistance from Cranky, Funky, and Candy Kong, the two Kongs eventually reach a large pirate ship, the Gangplank Galleon, where they are confronted by the Kremling Krew's leader, King K. Rool. After Donkey Kong and Diddy defeat King K. Rool, Cranky congratulates them and tells them to check the banana hoard. They do so, finding that the bananas have been returned.

In the Game Boy Advance remake, the introduction cutscene for starting a new save file is an abridged version of the instruction booklet story. The ending to the remake was altered; after King K. Rool's defeat, Cranky, Funky, and Candy congratulate Donkey Kong and Diddy Kong on their victory. King K. Rool soon recovers, forces them off the ship and sails away, vowing to return.

Gameplay

The game introduces the "tag-team" system, where Donkey Kong and Diddy Kong follow each other throughout the levels. The Kong in front is the one currently in play, while the other Kong follows behind. If the Kong in play is injured, he quickly runs off the screen (or falls off the screen in the Game Boy Color and Game Boy Advance remakes), and the other takes its place. If this happens, only one Kong is on the screen at a time. If the lone Kong is injured by an enemy, the player loses an extra life and must restart the level either from the start or from the activated Continue Barrel. Any Kong that is missing can be recovered from a DK Barrel. When either the Kongs are freed from a DK Barrel, he goes behind the Kong in play. The player can press A Button to switch characters, in which case Donkey Kong high-fives Diddy to switch places with him, or vice versa.

In the Game Boy Color remake, only one Kong appears on screen at a time, like the Donkey Kong Land games. If both Kongs are in the group, the one not in play is represented by a DK Barrel icon at the bottom-left corner. By pressing Select Button, the player can switch characters, which shows the Kong in play being moved to the DK Barrel icon while the other Kong moves out to appear on-screen.

Abilities

Orang-utan Gang
Diddy rides on a steel keg

The basic moves that Donkey Kong and Diddy can perform include jumping, rolling/cartwheeling, climbing, and swimming. The most commonly used basic abilities are the jump and roll moves, both of which allow the Kongs to cross gaps and defeat enemies. The roll and cartwheel act as the same move, but can only be used by Donkey Kong and Diddy Kong respectively. The respective Kong can perform their roll or cartwheel from a ledge to do a longer jump in midair, effective for moving across abysses. Ropes are the only object that the Kongs can climb up or down on, allowing them to reach items or higher areas. Some ropes start moving across a gap when the Kongs cling on it while some others remain stationary. The Kongs can only swim during underwater levels.

Aside from the rolling attack, the Kongs also have some different abilities. Diddy is faster and more agile than Donkey Kong, but he is not as strong, which makes it harder for him to defeat Armys, Krushas, and Klumps. Donkey Kong is stronger and slower than Diddy and can perform a unique move, the Hand Slap. The move allows Donkey Kong find hidden items or objects in the ground or on treetops, but it can also be used to defeat enemies.

Another difference between the two Kongs is how they pick up and throw barrels. When Diddy picks up a barrel, he holds in front of him, protecting himself from enemies in the way. Donkey Kong holds a barrel over his head, which leaves him vulnerable to enemies in the front. Donkey Kong can throw barrels slightly farther than Diddy, allowing him to hit an enemy from a distance. When the barrel hits into an enemy, it breaks. If the Kongs throw a steel keg against a wall, they can jump on the barrel and balance on it as it rolls along.

Modes

The player selection screen for starting a new game in Donkey Kong Country for the Game Boy Advance
The mode selection screen in Donkey Kong Country for the Game Boy Advance
The Game Boy Advance version has two mode select screens: player selection (top) and a gameplay selection between the main game and two exclusive modes (bottom).

When selecting a new file, the player can choose either single player or multiplayer; once the player selects a mode, they cannot change it unless they delete it and start a new one. In multiplayer, the first player controls Donkey Kong while the second player controls Diddy Kong. In multiplayer, if either Kong is hit, the other player must press a button to take over with their Kong (in the Game Boy Advance version, the other player must press Select Button, as instructed on the screen). The game keeps a score for both players, to keep track of how many levels they have completed.

Icon Title Description
The 1 player icon for Donkey Kong in the player select screen for Donkey Kong Country One player A single player controls both Donkey Kong and Diddy Kong.
The 2 player contest icon in the player select screen for Donkey Kong Country Two player contest Two players compete to finish the most levels. The first player's Kong duo are normal, while the second player's Kongs are both yellow. The mode does not appear in the Game Boy Advance version.
The 2 player team icon in the player select screen for Donkey Kong Country Two player team Two players cooperatively take turns playing through the levels. The first player controls Donkey Kong, while the second player controls Diddy. Players can change turns by switching the Kongs or by losing their Kong.

Characters

The Kongs

There are a few Kongs who help Donkey Kong and Diddy Kong along their journey, and they each appear in one of the supporting locations.

Playable
Image Name Description
Donkey Kong Donkey Kong The main character of the game, Donkey Kong is stronger and heavier than his partner, Diddy Kong, and can defeat stronger enemies. He also has his own move, the Hand Slap which can defeat certain enemies and reveal hidden objects.
Diddy Kong Diddy Kong Diddy is the best friend and sidekick of Donkey Kong. While he is not as strong as his partner, Diddy is faster, but his light weight prevents him from being able to defeat more powerful enemies in a single jump.
Supporting
Image Name Description
Candy Kong Candy Kong Candy is the love interest of Donkey Kong. She hosts a different location in each three versions of the game. In the original version, she operates Candy's Save Point, where the Kongs can go to save their game progress. In the Game Boy Color version, she hosts a mini-game challenge at Candy's Challenge in each world. In the Game Boy Advance version, Candy operates Candy's Dance Studio, where the Kongs can participate in a dancing minigame.
Cranky Kong Cranky Kong Cranky Kong was the original Donkey Kong from the Donkey Kong arcade game. He resides at Cranky's Cabin, where he provides various pieces of advice to Donkey Kong and Diddy along their adventure. Cranky regards himself as the greatest video game hero, and does not believe the Kongs can complete their adventure without his assistance.
Funky Kong in Donkey Kong Country (Game Boy Color). Funky Kong Funky Kong operates a flight service at Funky's Flights, where he allows Donkey Kong and Diddy to use the Jumbo Barrel to travel throughout areas of Donkey Kong Island that they have already visited. In the Game Boy Advance version, Funky's location was renamed to Funky's Fishing, where he also hosts a fishing minigame alongside his usual flight service.

The Good Guys

Aside from the supporting Kongs, Donkey Kong and Diddy Kong are also assisted by Animal Friends during the game. Each Animal Friend is imprisoned within an animal crate depicting a silhouette of their face. The Animal Friends only appear in certain levels, and the Kongs cannot take them to other levels. Every Animal Friend has their own unique abilities.

Image Name Description First level appearance Last level appearance
Rambi from Donkey Kong Country (Game Boy Color). Rambi Rambi is first found halfway through the first level. He can defeat most enemies by running into them, as well as break entrances to hidden Bonus Levels. Jungle Hijinxs Manic Mincers
Enguarde in Donkey Kong Country for the Game Boy Color. Enguarde Enguarde appears in most of the underwater levels. With his sharp bill, Enguarde can defeat most aquatic enemies in his path. Coral Capers Poison Pond
Winky the Frog in Donkey Kong Country for Game Boy Color. Winky Winky has a high jumping ability that allows him to reach higher areas, namely Bonus Levels. Winky can defeat most enemies by jumping on them, including Zingers. Winky's Walkway Rope Bridge Rumble
Sprite of Expresso in Donkey Kong Country for Game Boy Color. Expresso Expresso has the ability to run fast and to glide across the air, although he cannot attack enemies. Due to his long legs, Expresso is unaffected by Klaptraps moving under his legs. Temple Tempest Misty Mine
Squawks in Donkey Kong Country for Game Boy Color. Squawks Squawks only appears in the level Torchlight Trouble, where he holds a lamp to light the path forward for the Kongs. Squawks is the only Animal Friend that the Kongs cannot ride and the only one without an animal token. Squawks cannot be defeated by any enemy. Torchlight Trouble

Enemies

Various types of enemies appear throughout the levels, attempting to get into Donkey Kong and Diddy Kong's way. The Kremlings are the main enemies of the game.

The Bad Guys
Image Name Description First level appearance Last level appearance
Army sprite in the Game Boy Color version of Donkey Kong Country Army An armadillo enemy that rolls up into a ball and charges at the Kongs to attack. Donkey Kong can defeat them from either a jump or roll attack. If Diddy either jumps or cartwheels into a curled up Army, the enemy is forced out of its curled posture. Diddy can defeat Army if it is not curled up. Ropey Rampage Platform Perils
Sprite of Gnawty from Donkey Kong Country for Game Boy Color. Gnawty A beaver enemy that is common, but is one of the weakest enemies. They simply walk around back and forth and can be defeated from any attack. Gnawties have a rare, red variant that ride on a Millstone, and contrarily they are invulnerable to any form of attack. Jungle Hijinxs Platform Perils
Manky Kong in Donkey Kong Country for the Game Boy Color. Manky Kong Manky Kongs are orangutans who were exiled from the Kong Family. They attack by throwing an unlimited number of barrels at Donkey Kong and Diddy. Both Kongs can defeat them by their jump and roll attack. Orang-utan Gang Loopy Lights
Mini-Necky in Donkey Kong Country for Game Boy Color. Mini-Necky A small vulture that attacks by spitting nuts at the Kongs. Some Mini-Neckies move up and down while spitting nuts. They can be defeated by either a roll or a jump attack. Winky's Walkway Necky Nutmare
A Perched Necky in Donkey Kong Country for the Game Boy Color. Necky in Donkey Kong Country for the Game Boy Color. Necky A vulture enemy who either throws nuts at the Kongs from high platforms or flies across the level. The flying Neckies can be bounced on to reach higher areas. Jungle Hijinxs Platform Perils
Slippa in Donkey Kong Country for Game Boy Color. Slippa A red coral snake that slithers along the ground in caves and other subterranean areas. They are one of the weaker enemies and can be defeated by any attack. Reptile Rumble Misty Mine
Zinger in Donkey Kong Country for Game Boy Color. Zinger Zingers are wasps and very common enemies who appear in almost every level. The Kongs cannot defeat Zingers themselves and must use either a barrel or an Animal Friend to defeat them. The Kongs must usually avoid the Zingers along the way. Zingers have a few different color variations, each with their own flight pattern: yellow moves vertically, orange moves horizontally, red moves in a circular path, and green moves in a u-shaped path. Ropey Rampage Platform Perils
The Aquatic Bad Guys
Image Name Description First level appearance Last level appearance
Bitesize in the Game Boy Color version of Donkey Kong Country Bitesize A small piranha enemy that like other underwater enemies, cannot be defeated by the Kongs. Enguarde can defeat Bitesizes and most other underwater enemies. Coral Capers Poison Pond
Chomps sprite in the Game Boy Color version of Donkey Kong Country Chomps A large, green shark enemy that are larger than Bitesizes, but otherwise act the same, and they can also be defeated by Enguarde. Coral Capers Croctopus Chase
Sprite of Chomps Jr. in the Game Boy Color version of Donkey Kong Country Chomps Jr. A small, blue shark enemy and a smaller variant of Chomps. They act similar to Chomps except they are smaller and slightly faster. Coral Capers Poison Pond
Clambo in the Game Boy Color version of Donkey Kong Country Clambo A clam enemy that attacks by spitting out pearls at the Kongs. They do not move around and are usually in a corner outside of the main path. They cannot be defeated by Enguarde. Coral Capers Clam City
Sprite of a Croctopus in Donkey Kong Country for Game Boy Color. Croctopus An octopus enemy that quickly treads through water to hit the Kongs. The purple variants move in fixed patterns around blocks of coral reef, while the blue variants go in a set path after the Kongs once they pass them. Like Clambos, they cannot be defeated. Coral Capers Croctopus Chase
Squidge in Donkey Kong Country for Game Boy Color. Squidge A jellyfish type enemy that swims up and down through underwater areas in zigzag lines. They can be defeated by Enguarde. Croctopus Chase Poison Pond
The Kremlings
Image Name Description First level appearance Last level appearance
Klaptrap in Donkey Kong Country for the Game Boy Color. Klaptrap Klaptraps are small, four-legged crocodiles who repeatedly open and close their jaws while moving in the Kongs' direction. Because of this, the Kongs cannot attack Klaptrap by rolling into it from the front. Klaptraps can either be defeated from behind or if jumped over. Klaptraps have a rare, purple variant that jump at the same time as the Kongs do. Stop & Go Station Loopy Lights
Klump in Donkey Kong Country for Game Boy Color. Klump Klump is a strong, burly enemy that wears military gear. Klump's helmet defends itself from Diddy's jump attack, although Donkey Kong can defeat a Klump by jumping on it. Both Kongs can use a roll attack to defeat a Klump. Jungle Hijinxs Platform Perils
Krash in Donkey Kong Country for Game Boy Color. Krash A Kritter who rides in a mine cart. Krashes ride in the opposite direction of the Kongs, attempting to crash into them. Donkey Kong and Diddy must avoid Krashes by jumping over them. In Mine Cart Madness, some Krashes are in a stationary mine carts, and the Kongs can jump on them to defeat them and take over the mine cart. Mine Cart Carnage Mine Cart Madness
Kritter in Donkey Kong Country for Game Boy Color. Kritter Kritters are the grunt soldiers of the Kremling Krew. They are one of the weakest enemies along with Gnawty. The color of a Kritter determines its movement behavior: the standard, green ones walk forward, the blue ones jump while moving forward, the brown ones jump vertically without moving forward, yellow ones jump left and right, and gray Kritters hop forward a few times before doing a long jump. Jungle Hijinxs Loopy Lights
Krusha in Donkey Kong Country for Game Boy Color. A gray Krusha from Donkey Kong Country for the Game Boy Color. Krusha Krushas are strong, muscular Kremlings, and there are blue Krushas and the uncommon gray variant. Diddy cannot defeat Krushas without using a barrel. Donkey Kong can defeat blue Krushas by jumping on them, but performing a roll or a Hand Slap attack are ineffective. Gray Krushas are stronger than the blue ones and can only be defeated from a barrel. Millstone Mayhem Platform Perils
Rock Kroc in Donkey Kong Country for Game Boy Color. Rock Kroc Rock Krocs dash back and forth rapidly while the Stop & Go Barrels are set to "Go", and the Kongs get injured when they come in contact with a Rock Kroc. Donkey Kong and Diddy cannot pass the Rock Krocs safely unless the Stop & Go Barrels are set to "Stop", causing the Rock Krocs to briefly curl into a ball until the Stop & Go Barrels return to "Go". Rock Krocs are invincible and cannot be defeated except in the Game Boy Advance remake, where Donkey Kong can Hand Slap a Rock Kroc while it is inactive. Stop & Go Station
Obstacles
Image Name Description First level appearance Last level appearance
A Black drum from the Game Boy Color remake of Donkey Kong Country Black drum A drum obstacle that fires out an indefinite supply of a specific enemy, such as Slippas and Gnawties. They can only be destroyed from a TNT Drum. They are a smaller variant of Dumb Drum. Winky's Walkway Misty Mine
Mincer in Donkey Kong Country for the Game Boy Color. Mincer Mincers are spiked tire obstacles who either move in a pattern or remain in a single spot. They are invincible and must be avoided by the Kongs. Torchlight Trouble Manic Mincers
Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. Oil drum Oil drums resemble black drums except for their taller appearance and ability to emit fire. The word "OIL" is embedded on them. Torchlight Trouble Necky Nutmare

The Bosses

At the end of every world, the Kongs must fight a boss, each guarding a portion of the stolen bananas. Most of the bosses are a larger version of an enemy.

Image Name Description Level appearance
Sprite of Very Gnawty Very Gnawty A giant Gnawty that jumps around, trying to hit the Kongs. Donkey Kong and Diddy must jump on it five times to defeat it. For each hit, Very Gnawty bounces and moves around faster. Very Gnawty's Lair
Sprite of Master Necky Master Necky A giant Necky that creeps his head out from one of four corners of the screen, spitting large nuts at the Kongs. Master Necky spit nuts faster each time he is jumped on. Donkey Kong or Diddy can defeat the boss by jumping on his head five times. Necky's Nuts
Sprite of Queen B. Queen B. A giant Zinger who flies around the arena. The Kongs can attack her with a barrel. When hit, Queen B. temporarily turns red and moves up and down in a wavy pattern before returning normal. She must be hit five times to be defeated. In the Game Boy Advance remake, she is surrounded by several regular Zingers while red, who protect her from being attacked until the Kongs defeat them. Bumble B. Rumble
Sprite of Really Gnawty Really Gnawty A boss who looks and acts similar to Very Gnawty. Really Gnawty can move faster and jump a lot higher than Very Gnawty. The Kongs must jump on Really Gnawty five times to defeat it. In the Game Boy Advance remake, Really Gnawty performs a large jump after being hit, and the impact causes stalagmites to fall from above. Really Gnawty Rampage
Dumb Drum's sprite in the Game Boy Color version pf Donkey Kong Country Dumb Drum A giant black drum that attempts to crush the Kongs. After that, Dumb Drum sends out a pair of a specific enemy before continuing its attempt to crush the Kongs. The order in which Dumb Drum releases the enemies are: Kritters, Slippas, Klaptraps, Klumps, and Armys. The boss is defeated once the Kongs defeat every enemy. In the Game Boy Advance version, after Donkey Kong and Diddy defeat a pair of enemies, a TNT Drum appears, and the Kongs must use it to attack Dumb Drum. Boss Dumb Drum
Sprite of Master Necky Snr. Master Necky Snr. Master Necky Snr. is a similar boss to Master Necky except he is stronger. He spits nuts much faster than Master Necky. Each time Master Necky Snr. is hit, he spits out one more nut than the previous turn. The Kongs can defeat Master Necky Snr. by jumping on it five times. In the Game Boy Advance remake, Master Necky Snr. is accompanied by Master Necky during the battle. Necky's Revenge
King K. Rool from Donkey Kong Country (Game Boy Color). King K. Rool The final boss and main antagonist, King K. Rool has stolen Donkey Kong's banana hoard. He has a variety of attacks, including throwing his crown, jumping at the Kongs, and causing cannonballs to rain from above. After King K. Rool throws his crown, the Kongs can jump on his head to attack him, before K. Rool puts his crown back on. Gang-Plank Galleon

Items

Image Name Description
A Banana from the Game Boy Color version of Donkey Kong Country Bananas Bananas are the equivalent to coins from the Super Mario series, as collecting 100 of them gives the Kongs an extra life. They are the most common item of the game.
A Banana Bunch in the Game Boy Color version of Donkey Kong Country Banana Bunches Banana Bunches grant ten bananas when collected. They are less common than normal bananas and often appear in Bonus Levels and hidden areas.
An animal token of Rambi from Donkey Kong Country for Game Boy Color Animal tokens Animal tokens are small tokens that depict one of the Animal Friends (excluding Squawks). If three animal tokens depicting the same Animal Friend are collected, the game redirects the player to a bonus area where they control the corresponding Animal Friend. In the area, the Animal Friend must collect as many Mini Animal Tokens depicting them within a time limit in exchange for extra lives.
A red Life Balloon in Donkey Kong Country for the Game Boy Color. A 2-Up Balloon from the Game Boy Color version of Donkey Kong Country A Blue Balloon from the Game Boy Color version of Donkey Kong Country Donkey Kong Balloons Similar to 1-Up Mushrooms from the Super Mario series, these balloons give the Kongs extra lives when collected. The balloons come in three different colors: red, green, and blue. Red Life Balloons are the most common and give one extra life, the less common green 2-Up Balloons give two lives, and the rare Blue Balloons give three lives.
The letter K in Donkey Kong Country for the Game Boy Color. The letter O in Donkey Kong Country for the Game Boy Color. The letter N in Donkey Kong Country for the Game Boy Color. The letter G in Donkey Kong Country for the Game Boy Color. K-O-N-G Letters Four of these special objects are hidden in every level, and each of them are a letter of the word "KONG". If the Kongs collect all four letters in a level, they are rewarded with an extra life. Each letter is found in order, meaning that the letter K is found first in the levels, then the O, then the N, and lastly the letter G. In the "Spell it Out!" Bonus Level challenges, there are circling letters that the Kongs must jump in a certain order to spell out a word.

Objects

Mechanisms

Image Name Description
Enguarde Box in the Game Boy Color version of Donkey Kong Country Expresso Crate in the Game Boy Color version of Donkey Kong Country Rambi Crate in the Game Boy Color version of Donkey Kong Country Squawks Crate in the Game Boy Color version of Donkey Kong Country Winky Crate in the Game Boy Color version of Donkey Kong Country Animal crates These crates contain a certain Animal Friend, which is indicated by a silhouette of their face on the side. In the Game Boy Color remake, the animal crates transform the Kongs into the pictured Animal Friend.
A tire from the Game Boy Color version of Donkey Kong Country Half of a tire from the Game Boy Color version of Donkey Kong Country Tires Tires bounce the Kongs to higher areas. There are half tires, which are stuck in the ground, and full tires that can be pushed around.
Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. Ropes Ropes are objects that appear in many levels, and the Kongs can climb up and down them. Many of them swing over wide abysses, so the Kongs can use them to cross the gaps. In Slipslide Ride, there are blue and purple ropes that automatically send the Kongs up and down respectively.
A Mine Cart in the Game Boy Color version of Donkey Kong Country Mine Carts Mine Carts only appear in two levels, and when the Kongs enter one, it automatically starts moving along the track. While riding a Mine Cart, the Kongs can jump with the Mine Cart to go over broken parts of the track. Sometimes there are tipped over mine carts that appear as obstacles along the tracks.
A Falling Platform from the Game Boy Color version of Donkey Kong Country Platforms Many platforms appear throughout the game. Although most of them are stationary, some move back and forth over gaps. In later levels, there are platforms with an arrow on them, and when the Kongs step on the platform, it moves in the direction that the arrow is pointing. There are other moving platforms in later levels such as Tanked Up Trouble, which has a platform that runs on Fuel Barrels.

Barrels

Barrels are the most common object in the game. There are many different types of barrels in the game, each with its own purpose and use.

Image Name Description
Sprite of a Barrel from Donkey Kong Country for Game Boy Color Regular Barrels Regular Barrels are the most common type of barrel, and the Kongs can pick it up and throw it. If the barrel hits the ground, it starts rolling, useful for defeating an enemy or opening a secret passage.
Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. Vine Barrels Vine Barrels act like regular barrels, except they break instantly when hitting with the ground instead of rolling.
A Barrel Cannon from the Game Boy Color version of Donkey Kong Country A Blast Barrel from the Game Boy Color version of Donkey Kong Country Barrel Cannons These barrels are common and appear in nearly every level. They can shoot the Kongs over gaps or to other Barrel Cannons. The Blast Barrel is a type of Barrel Cannon that automatically fires the Kong when entered. Additionally, some Blast Barrels send the Kongs to a bonus room or near the end of the level; in the Game Boy Advance version, these Blast Barrels were replaced by Bonus Barrels and Warp Barrels, respectively. Some may also move in a specific direction as first seen in Barrel Cannon Canyon.
Sprite of a Star Barrel from Donkey Kong Country for the Game Boy Color. Continue Barrels A Continue Barrel is a checkpoint in the middle of every level, except boss levels. If both Kongs are defeated anytime after breaking the Continue Barrel and restart the level, they continue from where it was activated.
A DK Barrel in Donkey Kong Country for the Game Boy Color. DK Barrels DK Barrels are the most common barrels in the game, as a few of them appear in certain areas of every level. If either Donkey Kong or Diddy are missing from the group, the active Kong can break a DK Barrel to release the other Kong. DK Barrels can also be picked up and used like Vine Barrels.
A TNT Barrel from the Game Boy Color version of Donkey Kong Country TNT Drums TNT Drums are a type of barrel that explode after being thrown into an enemy or surface. They are often used to destroy powerful enemies or break a fragile wall leading into a Bonus Level.
A Steel Keg in the Game Boy Color version of Donkey Kong Country Steel kegs Steel kegs are silver barrels that act like normal barrels, but are more durable. Steel kegs can roll into an unlimited number of enemies and bounce off walls. The Kongs can jump on a rolling steel keg to ride it.
Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. Stop & Go Barrels These barrels appear only in Stop & Go Station, where they are used to control the Rock Krocs' movements. By default the barrels are on the "Go", and the level has a green lighting. The Rock Krocs are active while the barrels have the "Go" setting. If the Kongs jump at a Stop & Go Barrel, every barrel changes to the "Stop" setting for a few seconds, causing the Rock Krocs to stop moving temporarily and the lighting to turn red.
Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. ON/OFF Barrels ON/OFF Barrels only appear in Loopy Lights and act almost like Stop & Go Barrels, except they affect the lights in the level. While the barrels are set to "OFF", the lights in the level are off. The Kongs must jump at an ON/OFF Barrel to change the setting to "ON", allowing them to see ahead.
Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. Fuel Barrels Fuel Barrels only appear in the level, Tanked Up Trouble, as a fuel supply for the platforms that the Kongs ride. Donkey Kong and Diddy are required to jump at every Fuel Barrel along the way because the platform quickly runs out of fuel. If the platform runs out of fuel, if falls off the tracks, and the Kongs lose a life.
Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes. Jumbo Barrel The Jumbo Barrel can be entered in Funky's Flights, where it flies the Kongs to any place in Donkey Kong Island that they have visited.

Supporting locations

During their adventure, Donkey Kong and Diddy Kong are assisted by three other members of the Kong Family who operate their own location in every world.

Name Description
Cranky's Cabin
Cranky's Cabin
This area is ran by Cranky Kong, who gives random level hints while rambling about how the 8-bit era was better than the 16-bit era.
Funky's Flights
Funky's Flights
In this special area, the Kongs can meet Funky Kong and use his Jumbo Barrel to travel to any unlocked world.
Candy's Challenge
Candy's Challenge
The area is operated by Candy Kong, and the Kongs must go through a Bonus Level and collect a golden coin.

Levels

Like Super Mario World, Donkey Kong Country's levels and worlds are accessed from a world map. The main overworld is Donkey Kong Island, where the Kongs can travel between the worlds they have visited. Every world has a progression system where the Kongs must complete a level to unlock the next and so forth until reaching the boss level at the end. Every world has five to six levels. After the Kongs complete the boss level, they unlock the next world. The Kongs can return to the main Donkey Kong Island map by either defeating the world boss or by renting Funky's Jumbo Barrel.

A head of either Donkey Kong or Diddy Kong appear on the location of every world and level that either Kong has completed. A Kritter head appears only on the next level or world that the Kongs have not yet completed. In the Super Nintendo version, there is a glitch in single player mode where if Diddy completes a level and then Donkey Kong completes it afterward, his head does not appear on that level.

Most levels have Bonus Levels in them, two or three on average. They allow the Kongs to collect items and prizes. While it is optional for the Kongs to enter the Bonus Levels, entering every Bonus Level is required for 101% completion. Unlike the Super Mario series, the Kongs are not required to traverse a whole level to reach the end boss.

Levels and Bonus Areas
Kongo Jungle
# Level Bonus Areas Type of level Music theme
1 Jungle Hijinxs 2 Jungle DK Island Swing
2 Ropey Rampage 2 Jungle DK Island Swing
3 Reptile Rumble 3 Cave Cave Dweller Concert
4 Coral Capers 0 Underwater Aquatic Ambiance
5 Barrel Cannon Canyon 2 Jungle DK Island Swing
6 BOSS LEVEL: Very Gnawty's Lair 0 Boss arena Bad Boss Boogie
Monkey Mines
# Level Bonus Areas Type of level Music theme
7 Winky's Walkway 1 Walkway Life in the Mines
8 Mine Cart Carnage 0 Minecart/Mineshaft Mine Cart Madness
9 Bouncy Bonanza 2 Cave Cave Dweller Concert
10 Stop & Go Station 2 Mineshaft Misty Menace
11 Millstone Mayhem 3 Ruins Voices of the Temple
12 BOSS LEVEL: Necky's Nuts 0 Boss arena Bad Boss Boogie
Vine Valley
# Level Bonus Areas Type of level Music theme
13 Vulture Culture 3 Forest Forest Frenzy
14 Tree Top Town 2 Treetops Treetop Rock
15 Forest Frenzy 2 Forest Forest Frenzy
16 Temple Tempest 2 Ruins Voices of the Temple
17 Orang-utan Gang 5 Jungle DK Island Swing
18 Clam City 0 Underwater Aquatic Ambiance
19 BOSS LEVEL: Bumble B. Rumble 0 Boss arena Bad Boss Boogie
Gorilla Glacier
# Level Bonus Areas Type of level Music theme
20 Snow Barrel Blast 3 Snow Northern Hemispheres
21 Slipslide Ride 3 Ice cave Ice Cave Chant
22 Ice Age Alley 2 Snow Northern Hemispheres
23 Croctopus Chase 0 Underwater Aquatic Ambiance
24 Torchlight Trouble 2 Cave Cave Dweller Concert
25 Rope Bridge Rumble 2 Treetops Treetop Rock
26 BOSS LEVEL: Really Gnawty Rampage 0 Boss arena Bad Boss Boogie
Kremkroc Industries, Inc.
# Level Bonus Areas Type of level Music theme
27 Oil Drum Alley 4 Factory Fear Factory
28 Trick Track Trek 3 Walkway Life in the Mines
29 Elevator Antics 3 Cave Cave Dweller Concert
30 Poison Pond 0 Underwater Aquatic Ambiance
31 Mine Cart Madness 3 Minecart/Walkway Mine Cart Madness
32 Blackout Basement 2 Factory Fear Factory
33 BOSS LEVEL: Boss Dumb Drum 0 Boss arena Bad Boss Boogie
Chimp Caverns
# Level Bonus Areas Type of level Music theme
34 Tanked Up Trouble 1 Walkway Life in the Mines
35 Manic Mincers 2 Cave Cave Dweller Concert
36 Misty Mine 2 Mineshaft Misty Menace
37 Necky Nutmare 1 Cave Cave Dweller Concert
38 Loopy Lights 2 Mineshaft Misty Menace
39 Platform Perils 2 Walkway Life in the Mines
40 BOSS LEVEL: Necky's Revenge 0 Boss arena Bad Boss Boogie
Gangplank Galleon
# Level Bonus Areas Type of level Music theme
41 BOSS LEVEL: Gang-Plank Galleon 0 Ship Gang-Plank Galleon

Differences from original

Diddy Kong in Necky Nutmare, a level exclusive to the Game Boy Color remake

Donkey Kong Country was remade for the Game Boy Color in 2000. It was released in Japan under the title Donkey Kong 2001 (ドンキーコング2001) and, as the name implies, it was released there in 2001. There are several differences, some of which are because of the Game Boy Color's limited hardware capabilities. Differences include:

  • The GBC version prompts the player to select a language before going to the title screen, in the SNES version the language select menu is found in the file select. Also unlike the SNES version, all of the text will be in the selected language instead of having menus still in English.
  • There are three different title screens.
  • There is no two-player option for adventure mode.
  • The mode selection menu is reminiscent of Donkey Kong 64's.
  • Much like the Donkey Kong Land games, only one Kong appears at time. A DK Barrel icon is shown if both Kongs are in a group.
  • In the German version, many levels' names were changed to ones that more closely resemble their English names.
  • DK Sticker Packs are newly collectible photographs hidden in a level of each world. They are viewable from the Sticker Book, and can even be printed from the Game Boy Printer.
  • Due to the graphical limitations, the stormy weather effects in the levels Ropey Rampage and Snow Barrel Blast are not present in this version. Also, perhaps ironically, the misty effect in Misty Mine is not present here.
  • The light in Torchlight Trouble does not have a beam of light, but rather lights up the whole screen.
  • The level Winky's Walkway has been extended with some more enemies and a different layout.
  • In Millstone Mayhem, the Gnawties sit on top of the millstones rather than in the middle.
  • A new level called Necky Nutmare has been added in Chimp Caverns.
  • The Kongs do not ride the Animal Friends; rather, they transform into them when jumping on the animal crate. If an Animal Friend comes in contact with an enemy, it reverts to Donkey Kong or Diddy Kong, who cannot transform back into the Animal Friend unless they find another animal crate.
  • The Kongs do not travel between levels on the world map along dots in a straight line, but rather following paths, similar to Donkey Kong Land.
  • Two mini-games have been added: Funky hosts a fishing game known as Funky's Fishing (which would be later reprised in the GBA remake) and Cranky hosts a shooting game called Crosshair Cranky.
  • Two additional difficulties have been added: the first one removes DK Barrels and the other removes Star Barrels. After beating the game in the normal difficulty, the player has to replay the game with each new difficulty in the same file to achieve 101% completion.
  • Most of the music and sound effects were taken from Donkey Kong Land or downgraded for Game Boy Color. Its Forest Frenzy track was even entirely newly composed.
  • The warping Blast Barrel in Mine Cart Carnage was removed.
  • The game saves automatically after completing a level. As a result, Candy's Save Point was replaced by Candy's Challenge where Donkey Kong or Diddy must complete a challenge in each world.
  • The staff credits shows various screenshots instead of taking place in DK's Tree House. The cast of characters no longer appears in the game.

Glitches

Main article: List of Donkey Kong Country glitches

Quotes

Main article: List of Donkey Kong Country quotes

Reception

The Game Boy Color remake was praised for taking a graphically-impressive title and putting it to the platform in a complete and technically competent form, in contrast to other unsuccessful attempts at directly porting or remaking home console games for handhelds.

Reviews
Release Reviewer, Publication Score Comment
Game Boy Color Frank Provo, Gamespot 9.1/10 "Donkey Kong Country is one of the most playable and replayable Game Boy Color games ever created. Despite being a little rough around the edges, Donkey Kong Country once again proves that stereotypes and misconceptions can be broken. The quality of a game doesn't rest with what system it's on, but with those who make it. As such, Donkey Kong Country may be on the Game Boy Color, but it's still as impressive and pertinent as it was in 1994 on the Super Nintendo."
Aggregators
Compiler Platform / Score
GameRankings 90.38%


References to other games

Gallery

For this subject's image gallery, see Gallery:Donkey Kong Country.

Media

Audio.svg Theme
File infoMedia:DKC GBC Theme.oga
Help:MediaHaving trouble playing?

Names in other languages

Language Name Meaning
Japanese ドンキーコング2001
Donkī Kongu 2001
Donkey Kong 2001

German Donkey Kong Country
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References

  1. ^ http://www.ign.com/articles/2000/11/04/donkey-kong-country-in-the-house
  2. ^ Donkey Kong Country Instruction Booklet, Nintendo, 1994, pages 4-7

External links

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