Donkey Kong Country: Difference between revisions

From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
(Edited the boss section.)
Line 505: Line 505:
| align="center" |[[File:VeryGnawty.PNG]]
| align="center" |[[File:VeryGnawty.PNG]]
![[Very Gnawty]]
![[Very Gnawty]]
|Remember a simple Gnawty what jump very low.
|A giant Gnawty that jumps around. It takes 5 hits to defeat.
| align="center" |Very Gnawty's Lair
| align="center" |Very Gnawty's Lair
|-
|-
| align="center" |[[File:NeckyMaster.PNG]]
| align="center" |[[File:NeckyMaster.PNG]]
![[Master Necky]]
![[Master Necky]]
|A giant Necky what throw nuts. Is needed to jump in his head.
|A giant Necky that spits out nuts. You need to jump on its head 5 times to defeat it.
| align="center" |Necky's Nuts
| align="center" |Necky's Nuts
|-
|-
| align="center" |[[File:ZingerQueen.PNG]]
| align="center" |[[File:ZingerQueen.PNG]]
![[Queen B.]]
![[Queen B.]]
|A Giant Zinger what turn in his room. Is defeated with some attacks with [[Barrels]]
|A giant Zinger that flies around the room. Is defeated by throwing [[Barrels]] at it.
| align="center" |Bumble B. Rumble
| align="center" |Bumble B. Rumble
|-
|-
| align="center" |[[File:ReallyGnawty.PNG]]
| align="center" |[[File:ReallyGnawty.PNG]]
![[Really Gnawty]]
![[Really Gnawty]]
|Other Giant Gnawty, but can jump more high and run.
|Other Giant Gnawty, but he can jump higher and run faster.
| align="center" |Really Gnawty Rampage
| align="center" |Really Gnawty Rampage
|-
|-
| align="center" |[[File:DumbDrum.PNG]]
| align="center" |[[File:DumbDrum.PNG]]
![[Dumb Drum]]
![[Dumb Drum]]
|A giant Oil Drum what throw enemies after what hit the floor. For defeat it, is needed to attack all the enemies what exit.
|A giant Oil Drum that spawns enemies after it hits the floor. To defeat it, you need to attack all the enemies that come out.
| align="center" |Boss Dumb Drum
| align="center" |Boss Dumb Drum
|-
|-
| align="center" |[[File:MasterNeckySenior.PNG]]
| align="center" |[[File:MasterNeckySenior.PNG]]
![[Master Necky Snr.]]
![[Master Necky Snr.]]
|Is other giant Necky, but each turn add a nut to throw.
|Another giant Necky, but each time you jump on his head, he spits out an additional coconut.
| align="center" |Necky's Revenge
| align="center" |Necky's Revenge
|-
|-
| align="center" |[[File:KingKroolDKC.PNG]]
| align="center" |[[File:KingKroolDKC.PNG]]
![[King K. Rool]]
![[King K. Rool]]
|The King launch his crown, and when ground pound do fall giant balls.
|The Kremling that stole DK's Banana Hoard. When he throws his crown at you, jump over it and then jump on his head. Cannonballs will fall from the sky later in the fight.
| align="center" |Gangplank Galleon
| align="center" |Gangplank Galleon
|-
|-

Revision as of 20:50, September 22, 2010

This article is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed by November 21, 2010.

Template:Articleabout Template:Infobox Donkey Kong Country is a game for the Super Nintendo Entertainment System. Released in 1994, it is known for being the first game to use pre-rendered sprites, creating creating a 3D effect throughout the game. It is the first game in the Donkey Kong Country series, with three sequels, Donkey Kong Country 2: Diddy's Kong Quest, Donkey Kong Country 3: Dixie Kong's Double Trouble!, and Donkey Kong Country Returns. It also has a similar semi-sequel, titled Donkey Kong Land. The game stars Donkey Kong, along with his buddy, Diddy Kong, in his debut, as the two travel across Donkey Kong Island in search for the Banana Hoard.

The game was remade for the Game Boy Color in 2000, and was also remade again for the Game Boy Advance in 2003. The two remakes feature some new Bonus Games, the ability to save in the overworld, and several more new elements. Donkey Kong Country was also released on the Wii's Virtual Console in 2006, being the same as the original version.

Storyline

King K. Rool has stolen Donkey Kong's precious Banana Hoard from his home on Donkey Kong Island. With the help of his friend, Diddy Kong, Donkey must chase K. Rool to his ship, the Gangplank Galleon, and get back his bananas.

Gameplay

The game introduces the "tag-team" system where Diddy and Donkey Kong follow each other throughout each level. However, the monkey in the front of the group is the Kong in play, so the other monkey simply follows behind him. If the monkey in play is injured, he quickly runs off the screen, and the Kong behind him takes his place as the monkey in play. In cases like this, only one ape is on the screen at the time, as the other is defeated. If the lone monkey is injured by an enemy, they player loses an Extra Life and must start the level over from the beginning or by the Star Barrel. Fortunately, any Kong that is missing can be recovered by breaking open a DK Barrel, however, these special barrels do not appear many times in most levels. When an ape is freed from a DK Barrel, he heads to the back of the group behind the monkey in play, and is not able to be controlled until the monkey in the lead is injured, or if the player hits the SELECT button to switch characters.

It should be noted that only one Kong appears on the screen at a time in the Game Boy Color version of the game.

Kong Abilities

File:DKCI4365.jpg
Donkey Kong swings on a rope in a snow storm

While both Kongs have different abilities, they have the same basic moves. Both Donkey and Diddy are able to jump, cartwheel (or roll), climb, and swim to pass through levels. The most commonly used basic abilities are the jump and cartwheel moves, which help the monkeys cross gaps and defeat enemies. While cartwheeling is often used to pummel into weaker foes, it can also be used as part of the super-jump technique. Both monkeys can use this move by simply cartwheeling off of a cliff and jumping while in mid-air. This can give them both a longer jump to cross wider abysses.

Other than jumping and cartwheeling, the apes can also use their climbing and swimming abilities to traverse levels. Climbing can only be done on ropes, which can swing the apes over gaps if they cling onto them. Some ropes are stationary, so the apes can take advantage of their climbing abilities on them to head up the rope to a higher area. Another move both monkeys can perform is their swimming ability. They can swim easily through the water, however, this can only be done in underwater levels.

File:BarrelRide65.jpg
Diddy rides on a Steel Keg.

Both Kongs also have some different abilities, as well as different stats. Diddy is faster and more agile than Donkey Kong, however, he is not as strong as him and has difficulty defeating stronger enemies such as Krushas. Donkey Kong is stronger and slower than him, and he also has his own unique move called Hand Slap. The Hand Slap move can allow him to defeat enemies and find hidden objects in the ground or on treetops.

Another difference between the two apes is how they pick up and throw barrels. When Diddy Kong picks up barrels, he holds them in from of his body, protecting him from any enemies in his way. However, Donkey Kong holds barrels above his head, leaving his whole body vulnerable to enemy attacks. Additionally, Donkey Kong throws his barrels slightly farther than Diddy, making him more likely to hit enemies. If one of the apes throw a Steel Keg against a wall, they are able to jump on the barrel as it rolls back and balance on it.

Special Areas

File:CrankysCabin.jpg
The special area, Cranky's Hut.

During their adventure, Donkey and Diddy are helped by the other members of the Kong clan in these special areas.

  • Cranky's Cabin: This area is run by Cranky Kong, who the apes meet here to hear random hints. There is one Cranky's Cabin in every world.
  • Candy's Save Point: This area is run by Candy Kong. The Kongs can travel here in any world to save their game for free. In the Game Boy Advance remake of the game, Candy hosts a dance mini-game here, which can be won to earn collectibles.
  • Funky's Flights: In this special area, the apes can meet Funky Kong and use his Jumbo Barrel to travel to any unlocked world. In the Game Boy Color and Game Boy Advance remakes, Funky hosts a fishing mini-game here, where the apes must catch fish while riding on Enguarde to win prizes.

Items and Objects

Collectibles and Mechanisms

During their adventure, Diddy and Donkey run in a variety of collectibles and objects, some helpful, and some harmful. Many of these objects are listed below.

Image Name Description
File:BananaSprite65.png Bananas These are the most common items in the game, and many appear in every level (excluding boss levels). They are very similar to coins from the Mario series, as collecting 100 of them earns the Kongs an extra life.
File:BunchoBanana65.png Banana Bunches These items are very similar to bananas, except that they are worth ten bananas rather than one. Although they are very common, they are usually harder to find then normal bananas and can sometimes be hidden in hard to reach places.
File:RambiToken65.PNG Animal Tokens These items are special tokens in the shape of the game's various Animal Buddies (excluding Squawks). If three of one kind is collected, the apes are taken to a bonus area where they must collect many smaller Animal Tokens with the buddy carved in the collected tokens (e.g. If three Expresso tokens are collected, the player plays as Expresso in the bonus game).
File:BalloonDKC65.PNG Extra Life Balloons Similar to 1-Up Mushrooms from the Mario series, these balloons give the Kongs extra lives when collected. The balloons come in three different colors; Red Extra Life Balloons grant the apes with one extra life, green Extra Life Balloons give them two, and the rare blue Extra Life Balloons give them three more.
File:KONGDKC65.PNG K-O-N-G Letters Four of these special objects are hidden in every level (excluding boss levels), and each letter put together spells the word "KONG." If the apes collect all four letters in a level, they are awarded with an extra life. Each letter is found in order, meaning that the letter K is found first in the levels, and the letter G is found last. Additionally, letters much like K-O-N-G Letters appear in certain Bonus Levels, where they must be hit to spell out a word.
File:RambiBarrelDKC65.PNG Animal Crates These semi-common crates contain Animal Buddies, and are placed in both normal levels and Bonus Levels. The type of Animal Buddy freed from the crate depends on the picture on the object.
File:TireDKC65.PNG Tires Tires appear in many levels throughout the game, and they can bounce the apes to high areas. Most tires are stationary, although some can be pushed into different areas.
File:RopeDKC65.PNG Ropes These common objects appear in many levels, and the Kongs can climb up and down on them to progress. Most ropes in the game swing over wide abysses, so the apes can use them to cross the gaps. In Slipslide Ride, blue and purple ropes appear that pull the monkeys up and down automatically.
File:MineCartDKC65.PNG Mine Carts These rather uncommon objects are seen only in mine levels, and automatically begin to move on the track when entered. The apes are able to jump while on them so they can head over broken part of the track. Sometimes, broken mine carts appear on the track as an obstacle.
File:FallingPlatformDKC65.PNG
File:PlatformDKC65.PNG
Platforms Many platforms appear throughout the game. Although most of them are stationary, some move back and fourth over gaps. Later in the game, platforms with arrows appear, and they move in the direction that the arrow points when stepped on. Other moving platforms appear near the end of the game, including one that must constantly be refueled to keep it moving.

Barrels

This article is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed as soon as possible.

The most common objects in Donkey Kong Country and its series are barrels. Many different barrels appear throughout this game, each having a different purpose and use. Below shows these uses on the barrels.

Image Name Description
File:BarrelDKC65.PNG Regular Barrels These ordinary barrels are very common. The barrels can be picked up and thrown at enemies to defeat them. Some barrels do not break when making contact with the ground, and can roll over many different enemies. Diddy Kong can hold these types of barrels and others as a form of defense as well.
File:Firebarrel.gif Barrel Cannons Another common type of barrel. They appear in almost every level, and are able to shoot the Kongs over gaps or to other Barrel Cannons. Some Barrel Cannons automatically fire the Kongs when entered, while others must be activated first.
File:StarBarrelDKC65.PNG Continue Barrels One of these common barrels appear in the middle of every level, excluding boss levels. As their name suggests, they serve as the checkpoint for the levels. If the two apes are both defeated anytime after breaking the barrel, they appear back in the area the Continue Barrel last was when starting the level over.
File:DKBarrelDKC65.PNG DK Barrels DK Barrels are the most common barrels in the game, as several of them appear in every level. If one of the Kongs are missing from the group, the surviving Kong can break one of these barrels to bring their partner back. However, DK Barrels only appear in certain parts of the level. It should be noted that they can also be used just like normal barrels.
File:TNTBarrelDKC65.PNG TNT Drums These common barrels are much like normal barrels, however, they explode when making contact with anything after being thrown. They are often used to destroy powerful foes and break through walls.
File:SteelBarrelDKC65.PNG Steel Kegs Another common type of barrel. They can be used much like normal barrels, but are harder to break. They can roll into an unlimited amount of enemies and even bounce back off of walls without breaking. Because of this, the Kongs are able to perform their barrel rolling move on them.
File:SGBarrelDKC65.PNG Stop and Go Barrels
File:JumboBarrelDKC65.PNG Funky Barrel

Levels

The overworld map.

The "world" (Represented by a Hut) located before Kongo Jungle on the overworld map can not be accessed. The Kongs are shown to start off their journey by leaving this area and heading to Kongo Jungle.

Note that the following table lists the levels in the original order on the SNES version of the game.

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

Characters

Playable Characters

Supporting Characters

Animal Buddies

The Kongs are not the only ones to aid Donkey and Diddy in their quest, the wildlife also help. Each Animal Buddy is prisoner in a crate with their likeness on it. The Kongs can only use the Animal Buddies in certain levels, meaning that the apes leave their helpers once they leave a level. Each buddy has different abilities, as shown below.

Image Name Description First Level Appearance Last Level Appearance
File:RambiDKC.PNG Rambi the Rhinoceros Rambi is first found halfway through the first level. He is able to ram into most enemies to defeat them, and he can also break entrances to hidden Bonus Levels. Jungle Hijinx Oil Drum Alley
File:EnguardeDKC.PNG Enguarde the Swordfish Enguarde is an Animal Buddy that is exclusively found in underwater levels. The Kongs have better control underwater while riding him, and his sharp nose is able to defeat any enemies on the way. Coral Capers Poison Pond
File:WinkyDKC.PNG Winky the Frog Winky can defeat most enemies by jumping on them, including Zingers, which can not be touched by a Kong otherwise. Winky also jumps very high, providing access to certain Bonus Levels. He is replaced by Rattly the Rattlesnake in Donkey Kong Country 2. Winky's Walkway Rope Bridge Rumble
File:SquawksDKC.PNG Squawks the Parrot Squawks is the only non-rideable Animal Buddy in the game. He assists the Kongs by carrying a lamp through the level Torchlight Trouble, which helps them see in the dark cave. He can not be hurt by enemies, nor does he come from an Animal Crate. Torchlight Trouble Torchlight Trouble
File:ExpressoDKC.PNG Expresso the Ostrich Expresso has the ability to dash through areas at a fast pace. He can also glide through the air, much like Dixie Kong can in later Donkey Kong Country installments. Smaller enemies (such as Klaptraps) may also pass under his legs. Temple Tempest Misty Mine

Enemies

Normal Enemies

Image Name Description First Level Appearance Last Level Appearance
File:TheArmy.PNG Army An armadillo enemy who rolls up into a ball and charges at the Kongs to attack. Diddy Kong cannot defeat them in one jump if they are rolled up in a ball, and instead must jump on them once to release them from their attacking state. This leaves them vulnerable to just jump attacks. Ropey Rampage Platform Perils
Bitesize, a foe from Donkey Kong Country. Bitesize A piranha enemy that lives in water. They simply attack by swimming around in the water, and can only be defeated by Enguarde the Swordfish. Coral Capers Poison Pond
File:Juniorsquirt.gif Chomps Jr. A small, blue shark enemy that, like Bitesizes, swims around the underwater areas of the game. However, they are a little bigger than these fish foes, so they are slightly harder to avoid. Coral Capers Poison Pond
A sprite of the enemy Chomps in Donkey Kong Country. Chomps A large, green shark enemy. They, as their name suggests, are the bigger versions of the Chomps Jr. enemies, and take up slightly more space than them in the water. Like other underwater foes, only Enguarde can beat them. Coral Capers Croctopus Chase
File:Clampbo.PNG Clambo A clam enemy that throws pearls across the area. They usually hide on the outskirts of levels to throw these objects. They can throw multiple pearls at a time, and cannot be defeated in any way. Coral Capers Clam City
Croctopus in Donkey Kong Country. Croctopus An octopus enemy that quickly treads through water to hit the apes. They are usually seen heading around platforms in the water, however, in the level, Croctopus Chase, they instead race behind the Kongs in order to hit them. They hide in the first small gap they come up to after chasing them, though. Coral Capers Croctopus Chase
Gnawty.png Gnawty A generic beaver enemy. Like Kritters, they are very common, but are much weaker than other enemies. They simply walk around in ground levels and try to hit the monkeys. Cartwheel or jump attacks can defeat them, as can all Animal Buddy attacks. Jungle Hijinks Platform Perils
File:KlaptrapDKC.PNG Klaptrap A small crocodile enemy that acts much like Gnawties. They simply walk back and fourth through ground levels, trying to bite the monkeys with their sharp teeth. Because of this, the apes are not able to attack them with a cartwheel attack from the front, and must instead jump on them. Stop & Go Station Loopy Lights
File:Klumpy.PNG Klump A strong crocodile enemy that patrols some ground levels. Because of their helmets, Diddy Kong is unable to defeat them with a jump attack, unlike Donkey Kong, and must instead defeat them with a cartwheel attack. Jungle Hijinks Platform Perils
File:KrashKlash.PNG Krash A Kremling that only appears riding in mine carts. They ride on the Kongs' track and race toward them to attack. The apes have no choice but to jump in the carts to avoid them. Mine Cart Carnage Mine Cart Madness
File:KrittersDKC.PNG Kritter The normal species of Kremlings that simply walk around ground levels to defeat the apes. Like Gnawties, they can be defeated by any attack. Jungle Hijinks Loopy Lights
File:Krush.PNG Krusha A muscular crocodile enemy that cannot be defeated by any of Diddy Kong's normal attacks. While Donkey Kong can beat them with a jump, neither of the apes can beat them with a cartwheel attack, so Diddy must use barrels or Animal Buddies to defeat them. Millstone Mayhem Platform Perils
File:DankyMong.PNG Manky Kong A strange ape enemy that throws barrels at the apes to attack. They have an unlimited supply of barrels, and do not stop throwing the obstacles until defeated. Jump and cartwheel attacks can defeat them. Orang-utan Gang Loopy Lights
File:Mincer.PNG Mincer A spiked tire obstacle. They are able to move about the areas in levels, and take up much space. They cannot be defeated by any attack, and must simply be avoided at all costs. Torchlight Trouble Manic Mincers
File:MinineckDKC.PNG Mini-Necky A little vulture enemy that spits nuts at the Kongs to attack. Sometimes, they fly up and down to shoot nuts to different area. They can be defeated by and attack. Vulture Culture Elevator Antics (SNES and GBA versions)
Necky Nutmare (GBC version)
Necky.png Necky A normal vulture enemy that throws nuts at the apes from high platforms. Sometimes, they appear flying in place over large gaps, where they can be used as platforms to bounce on. And attack can defeat these bird foes. Jungle Hijinks Platform Perils
File:DrumOil.PNG Oil Drum A drum obstacle that emits fire or shoots out enemies, such as Slippas. Often, they must be used as platforms to cross wide gaps. They can only be destroyed by TNT Barrels. Winky's Walkway Misty Mine (SNES and GBA versions)
Necky Nutmare (GBC version)
File:Rockkrock.PNG Rockkroc A zombie-like Kremling that, when exposed to a red light, crouches into a ball, making it look like a rock. When under a green light, they dash across areas and try to hit the Kongs. Because of their speed, they are considerably difficult to avoid when not under light. Barrels placed around these foes must be hit to change the color of the light. Stop and Go Station Stop and Go Station
File:MilkSlippa.PNG Slippa A common snake enemy that slithers through caves levels and other ground areas. Like many other enemies, they hurt the apes when touched, but can be defeated by any attack. Reptile Rumble Misty Mine
File:JellySquidge.PNG Squidge A jellyfish type enemy that swims up and down through underwater areas. They hurt the Kongs when touched, and cannot be defeated by any attack except those used by Enguarde. Poison Pond Poison Pond
File:ZingDKC.PNG Zinger A very common wasp enemy that appears in almost every level. These foes must be maneuvered around at all costs as they fly all around certain areas of the game's levels. Their flight path often depends on the color of the Zinger. The only way to defeat them is by hitting them with barrels. Animal Buddies can also defeat them. Ropey Rampage Platform Perils

Bosses

This article is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed as soon as possible.

Each Boss is found at the end of a world and guards a portion of Donkey Kong's Banana Hoard. Each boss (excluding King K. Rool) is a bigger version of a generic enemy. They are, in order of appearance.

Image Name Description Level Appearance
File:VeryGnawty.PNG Very Gnawty A giant Gnawty that jumps around. It takes 5 hits to defeat. Very Gnawty's Lair
File:NeckyMaster.PNG Master Necky A giant Necky that spits out nuts. You need to jump on its head 5 times to defeat it. Necky's Nuts
File:ZingerQueen.PNG Queen B. A giant Zinger that flies around the room. Is defeated by throwing Barrels at it. Bumble B. Rumble
File:ReallyGnawty.PNG Really Gnawty Other Giant Gnawty, but he can jump higher and run faster. Really Gnawty Rampage
File:DumbDrum.PNG Dumb Drum A giant Oil Drum that spawns enemies after it hits the floor. To defeat it, you need to attack all the enemies that come out. Boss Dumb Drum
File:MasterNeckySenior.PNG Master Necky Snr. Another giant Necky, but each time you jump on his head, he spits out an additional coconut. Necky's Revenge
File:KingKroolDKC.PNG King K. Rool The Kremling that stole DK's Banana Hoard. When he throws his crown at you, jump over it and then jump on his head. Cannonballs will fall from the sky later in the fight. Gangplank Galleon

Port Differences

The game was ported to the Game Boy Color in 2000. While it's a faithful conversion, there are still a few differences:

  • There are three different title screens.
  • Much like Donkey Kong Land, only one Kong appears at time.
  • The Game Boy printer can be used.
  • The level "Winky's Walkway" was extended.
  • A new level called "Necky Nutmare" has been added in Chimp Caverns.
  • The Kongs don't ride the Animal Buddies; rather, they become them.
  • Two minigames have been added: Funky hosts a fishing game known as Funky's Fishing (which would be later reprised in the GBA port) and Cranky oversees a shooting game.
  • Two additional difficulties have been added: the first one removes DK Barrels and the second one removes Star Barrels.
  • Some of the music in Donkey Kong Land was reused.

Another port was made for the Game Boy Advance in 2003. The changes for this one include:

  • Candy hosts a dancing mini-game at Candy's Dance Studio.
  • A "Time Attack" mode has been added.
  • The Rockkroc enemy can now be defeated by using Donkey Kong's Handslap move.
  • Some enemies have different colors.
  • Some bosses were made stronger: Queen B. now has three Zingers surrounding her, Really Gnawty can make stalactites fall, Dumb Drum must have a TNT Barrel thrown at it, and the battle against Master Necky Snr. is against both him and Master Necky the younger simultaneously.
  • The game can be saved at any time on a map screen.
  • After meeting Funky once, he can be summoned anytime on the world map.
  • The maps have been redesigned.
  • Starting from Vine Valley onwards, a few of the levels have been placed in a different order; for instance, Temple Tempest became the sixth level in Vine Valley, rather than the fourth.
  • The credits took place in Donkey Kong's Treehouse in the original; they now take place on the Gangplank Galleon.
  • A new mode called "Videogame Hero" has been added. In this mode, the player controls a yellow-clad Diddy and will never encounter DK Barrels or Star Barrels.
  • The save also saves the number of lives.
  • The automatic barrels that sent players to bonus rooms were replaced by the Bonus Barrel used in the sequel.
  • The game had more voices.
  • A scrapbook was added, in which players had to collect Photographs throughout the game in order to add pictures to it.

Reaction and sales

At the time of its release, Donkey Kong Country was extremely acclaimed by critics and audiences alike. According to Gamespot, Donkey Kong Country has a critic score of 9.3, having over 90% from every critic. Praise went to its graphics, music, and overall fun and addictive game-play.

Sales were 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 8.5 million copies worldwide, making it the second best selling game on the Super Nintendo, following Super Mario World. To date, it is the best selling Donkey Kong game and the best seller by Rare. [1]

The game was placed 39th in the 100th issue of Nintendo Power's "100 best Nintendo games of all time" in 1997 [2] , and it was also rated the 90th best game on a Nintendo system in their top 200 games list in 2006.

Although it won 1994's game of the year by Electronic Gaming Monthly, it was later placed on their top 10 overrated games, as well as on Gamespy's overrated games of all time list. [3][4] It has mixed reactions today, but is still well-received by fans.

References to Other Games

  • Donkey Kong- Cranky Kong claims to be the Donkey Kong in this game, he also makes mentions fighting Mario, and is seen in the final stage of this game in the opening scenes. The Oil Drums from the first stage were also featured in this game at Oil Drum Alley.
  • Donkey Kong Jr.- If the above is true, Donkey Kong Junior is the Donkey Kong featured in this game.

References in Later Games

  • Donkey Kong Land: The semi-sequel, which contained gameplay elements from Donkey Kong Country, as well as remixes of some songs.
  • Donkey Kong Country 2: Diddy's Kong Quest: The direct sequel, which of course, contained 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 didn't want to surrender the Banana Hoard to K. Rool after all that he and Donkey Kong went through to get them last time. Also, a remix of the Jungle Hijinxs theme plays in the bonus stages, and Winky could 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 were reused (including the return of being able to balance the Kongs on steel barrels, which was absent in DKC2). Also, another Jungle Hijinxs remix can be heard at Wrinkly's Save Cave.
  • Conker's Pocket Tales: When Conker stands still for a moment, he will start playing a Game Boy. The music that is heard while he is playing is the title theme of DKC. This game came out in 1999, where the DKC remake for the Game Boy came out in 2000.
  • Super Smash Bros.: Donkey Kong appears as a playable character, and there's a selectable jungle themed stage, which contains a blasting barrel at the bottom.
  • Donkey Kong 64: Another installment in the series. It features the entire non-playable Kong cast, as well as another Jungle Hijinxs remix.

Image Gallery

Template:Morepic

Beta Elements

Main article: Donkey Kong Country/Beta elements

Staff

Main article: Donkey Kong Country Staff

Glitches

Main article: Donkey Kong Country/Glitches

Quotes

Main article: List of Quotes in Donkey Kong Country

Trivia

  • The Gnawty enemy is pictured as blue on the boxart while they were gray in-game. They eventually became blue in Donkey Kong 64 and the GBA port.
  • This game has an adaptation in the Super Mario-Kun manga with some changes. Mario and Yoshi land in the Donkey Kong Country by mistake, and Cranky Kong asks to them help Donkey and Diddy in their task to find the bananas and stop King K. Rool.

Names in Other Languages

Template:Foreignname

References


Template:DKGames

Template:VirtualConsole