Editing Donkey Kong Country 2 (Game Boy Advance)

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Above the island, [[King K. Rool|Kaptain K. Rool]] arrives in his flying fortress, [[the Flying Krock]], and instructs his [[Kremling]] minions to ambush and capture Donkey Kong. They succeed, and he taunts Donkey Kong by saying he will never see his home or friends again.
Above the island, [[King K. Rool|Kaptain K. Rool]] arrives in his flying fortress, [[the Flying Krock]], and instructs his [[Kremling]] minions to ambush and capture Donkey Kong. They succeed, and he taunts Donkey Kong by saying he will never see his home or friends again.


At night, [[Diddy Kong]] and his girlfriend, [[Dixie Kong]], are worried because Donkey Kong has not returned. They go to the beach to investigate, and the [[Kong]]s find many footprints surrounding Donkey Kong's broken chair. They find a note in the chair which reads:
At night, [[Diddy Kong]] and his little sister, [[Dixie Kong]], are worried because Donkey Kong has not returned. They go to the beach to investigate, and the [[Kong]]s find many footprints surrounding Donkey Kong's broken chair. They find a note in the chair which reads:


:''Hah-arrrrh! We have got the big monkey! If you want him back, you scurvy dogs, you'll have to hand over the banana hoard! Kaptain K. Rool''
:''Hah-arrrrh! We have got the big monkey! If you want him back, you scurvy dogs, you'll have to hand over the banana hoard! Kaptain K. Rool''
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During their adventures, Diddy and Dixie can also enter the Lost World by paying a [[Kremkoin]] fee to [[Klubba]] at [[Klubba's Kiosk|his kiosk]]. The Kongs eventually enter Crocodile Isle's power source, [[Krocodile Kore]], where they re-encounter Kaptain K. Rool. After a short battle, K. Rool's blunderbuss explodes, which propels him into the energy geyser powering Crocodile Isle. This blocks the power flow, which then destroys Crocodile Isle.
During their adventures, Diddy and Dixie can also enter the Lost World by paying a [[Kremkoin]] fee to [[Klubba]] at [[Klubba's Kiosk|his kiosk]]. The Kongs eventually enter Crocodile Isle's power source, [[Krocodile Kore]], where they re-encounter Kaptain K. Rool. After a short battle, K. Rool's blunderbuss explodes, which propels him into the energy geyser powering Crocodile Isle. This blocks the power flow, which then destroys Crocodile Isle.


From a cliff, Donkey Kong, Diddy, and Dixie watch as Crocodile Isle explodes while sinking into the ocean. Just before the isle sinks, K. Rool escapes on a boat. In the 102% ending, [[Funky Kong]] flies over in the [[Gyrocopter]] and drops a bomb on his raft, destroying it. K. Rool vows revenge as he sinks.
From a cliff, Donkey Kong, Diddy, and Dixie watch as Crocodile Isle explodes when sinking into the ocean. Just before the isle sinks, K. Rool escapes on a boat, laughing as he sails into the horizon. In the 102% ending, [[Funky Kong]] flies over in the [[Gyrocopter]] and drops a bomb on his raft, destroying it. K. Rool vows revenge as he sinks.


==Gameplay==
==Gameplay==
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|align="center"|[[File:Link DKC2 GBA sprite.png]]
|align="center"|[[File:Link DKC2 GBA sprite.png]]
|style="text-align:center"|[[Link]]
|style="text-align:center"|[[Link]]
|Link is the default runner-up, with 50 coins.
|Link is the default runner-up, with 50 coins; if the player manages to get enough coins to reach the podiums, he consequently disappears.
|-
|-
|align="center"|[[File:DKC2GBAYoshiSprite.png]]
|align="center"|[[File:DKC2GBAYoshiSprite.png]]
|style="text-align:center"|[[Yoshi]]
|style="text-align:center"|[[Yoshi]]
|Yoshi is by default in 3rd place, with 39 coins; if the player manages to get enough coins to reach the podiums, he consequently disappears.
|Yoshi is by default in 3rd place, with 39 coins.
|}
|}


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|align="center"|[[File:Kackle DKC2 GBA.png]]
|align="center"|[[File:Kackle DKC2 GBA.png]]
|style="text-align:center"|[[Kackle]]
|style="text-align:center"|[[Kackle]]
|Kackles are large, skeletal Kremlings who only appear in [[Haunted Hall]]. There are four Kackles, each of whom chases the Kongs throughout segments of the level. When the Kongs are chased by a Kackle, a time limit appears on top of the screen, and if it hits zero, the Kackle attacks the Kongs. Diddy and Dixie must run into Plus Barrels, which increase the timer and thus prevent the Kackle from attacking the Kongs, and avoid the Minus Barrels, which reduce the timer.
|Kackles are large, skeletal second-blind-eye Kremlings who only appear in [[Haunted Hall]]. There are four Kackles, each of whom chases the Kongs throughout segments of the level. When the Kongs are chased by a Kackle, a time limit appears on top of the screen, and if it hits zero, the Kackle attacks the Kongs. Diddy and Dixie must run into Plus Barrels, which increase the timer and thus prevent the Kackle from attacking the Kongs, and avoid the Minus Barrels, which reduce the timer.
|colspan=2, align="center"|[[Haunted Hall]]
|colspan=2, align="center"|[[Haunted Hall]]
|-
|-

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