Donkey Kong Country Returns

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Template:Infobox Donkey Kong Country Returns is a side-scrolling 2.5D platform game developed by Retro Studios for the Wii. It was released on November 21, 2010 in North America, December 2, 2010 in Australia, December 3, 2010 in Europe, and December 9, 2010 in Japan. It features Donkey Kong and Diddy Kong, who travel across the island to retrieve the Banana Hoard, which has been stolen by the Tiki Tak Tribe. This game is also the sequel to the Super Nintendo Entertainment System game, Donkey Kong Country 3: Dixie Kong's Double Trouble!. It is the fourth game in the Donkey Kong Country series. A sequel named Donkey Kong Country: Tropical Freeze was released for the Wii U in February 2014.

A remake was later made for the Nintendo 3DS under the name Donkey Kong Country Returns 3D, released in 2013. In addition, a port of the game was later released for digital download on the Nintendo eShop for Wii U on January 21-22, 2015 in all regions excluding North America. On March 31, 2016, the digital re-release was made available in North America exclusively for My Nintendo users. The game was later made publicly available on the North American Wii U eShop on September 22, 2016.

Story

Donkey Kong Island
Donkey Kong Island

On one peaceful day, the volcano of Donkey Kong Island erupts and reawakens the Tiki Tak Tribe from their slumber. For mysterious purposes, the Tikis hypnotize the local wildlife ranging from elephants, giraffes, zebras and squirrels by using their music to bring them every banana in sight. Under their control, Donkey Kong is robbed of his Banana Hoard. Inside DK's Tree House, Diddy Kong notices the Tikis with the bananas. He looks upon the cavern beneath the house and notices that there are no bananas, then angrily chases after them. Donkey Kong then emerges from the house and sees the animals stealing his bananas. However, a Tiki forces him back into the house and attempts to hypnotize him as well, but he is somehow immune to the hypnotic powers of the Tikis. He punches the Tiki through the front door and out of the tree house and immediately sets off for adventure. Donkey Kong reunites himself with Diddy Kong and the two simians head off through the island to recover their precious bananas.

The title screen of the game.
The game's title screen.

After traveling through various parts of Donkey Kong Island, Donkey Kong and Diddy Kong soon encounter the leader of the Tiki Tak Tribe, Tiki Tong. After they defeat him, Tiki Tong's explosion launches them into space. While there, the Kong's knock the moon down to earth, which crushes the Tiki base inside the volcano. This releases the bananas, which sends them and the moon flying out of the volcano. With the statue destroyed, the effects of the hypnosis on the creatures of the island are undone. DK and Diddy are able to land before they crash onto the island, and cheer as their bananas continue to rain from the volcano.

After the credits, a Golden Temple appears on the island. If the Kongs get all the Rare Orbs from the eight Kong Temples, they'll have access to the Golden Temple and its secrets.

Gameplay

Donkey Kong Country Returns is a platformer game. The two playable characters are Donkey Kong and Diddy Kong. The animal buddies are Squawks the parrot and Rambi the rhino. Squawks helps find puzzle pieces and Rambi can destroy most enemies and hazards simply by charging into them.

Donkey Kong and Diddy Kong can be fired further forward or further back in levels from Barrel Cannons. It is harder to see what is going on when the apes are fired further back.

If the Kongs get hit by an enemy or hit spikes, they will lose some health. If they lose all their health, get hit by waves in the level Tidal Terror or fall into a pit, they will lose a life. If they lose all their lives, it is Game Over.

Time Attack

A Time Attack run at Jungle Hijinxs.
Jungle Hijinxs, in Time Attack mode.

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

Players don't lose lives in Time Attack mode. However, the timer does not reset if players are taken out by enemies, obstacles, or an abyss.

Time Attack mode does not affect the game clear percentage, nor unlocks anything in Extras; as a result, this game mode is completely optional.

Mirror Mode

Jungle Hijinxs in Mirror Mode.
Jungle Hijinxs, in Mirror Mode.

The treasure of the Golden Temple is a mirror, which unlocks Mirror Mode. In this mode, level layouts are completely mirrored, and players cannot use inventory items or Diddy Kong. As a result, no multiplayer feature is available during this mode. To add to the difficulty, Donkey Kong only gets one hit point, and as such, all recovery hearts are removed. Clearing all the levels in Mirror Mode will unlock some bonus images in the Image Gallery and is necessary for 200% completion.

K-O-N-G Letters are also mirrored, and if they are collected again in a level during Mirror Mode, the orange starred emblem corresponding to the level, meaning all Letters have been previously collected there, will become blue. However, recollecting the letters in Mirror Mode is not necessary to complete the game 200%.

Controls

This game utilizes two different control schemes, which are the Wii Remote by itself, and the Wii Remote with the Nunchuk Attachment, which serves as the primary control scheme.

Wiimote & Nunchuk

Solo & Co-op

  • A Button and B Button: Start Game (At title screen)
  • A Button: Jump, Ascend (while using the Barrel Jet)
  • Nunchuk Z Button or B Button: Grab barrels, vines, cling patches, Dismount Rambi
  • Plus Button or Minus Button: Pause
  • Nunchuk Control Stick: Walk, Run, Crouch
  • Shake: Ground Pound, Blow (while crouching), Roll (while walking/running), Charge (while walking/running on Rambi)

Co-op only

  • B Button or Nunchuk Z Button (Donkey Kong): Carry Diddy Kong
  • B Button or Nunchuk Z Button (Diddy Kong): Ride Donkey Kong; Dismount Donkey Kong

Wiimote (horizontal)

Solo & Co-op

  • One Button: Grab barrels, vines, and cling patches
  • Two Button: Jump; Ascend (while using the Barrel Jet), Start Game (At title screen)
  • Plus Button: Pause
  • Minus Button: Pause
  • +Control Pad left or right: Walk, Run (while holding One Button)
  • +Control Pad down: Crouch, Dismount Rambi (while holding One Button)
  • Shake: Ground Pound, Blow (while crouching), Roll (while walking/running), Charge (while walking/running on Rambi)

Co-op only

  • One Button (Donkey Kong): Carry Diddy Kong (while holding +Control Pad up)
  • One Button (Diddy Kong): Ride Donkey Kong (while holding +Control Pad up), Dismount Donkey Kong (while holding +Control Pad down)

Characters

Main characters

Artwork of both Donkey Kong with Diddy Kong for Donkey Kong Country Returns
Promotional artwork of Donkey Kong and Diddy Kong.
Character Description
Donkey Kong
  • The main playable character and the one who can be controlled independently.
  • He can perform usual actions like jumping, rolling on a short distance, and ground pounding.
Donkey Kong
Diddy Kong with his jet pack
  • The secondary character. He cannot be controlled independently except for multiplayer sessions, when he can perform the same actions as DK.
  • Using his jetpack, he can hover in midair shortly, allowing him to fly an extra distance after jumping.
  • With his Peanut Popgun, he can shoot enemies with peanuts and stun them for a brief moment.
  • He can be used to perform the continuous Kong Roll.
Diddy Kong

Supporting characters

Character Role
Cranky Kong
Cranky Kong
Runs a shop in each world of the game, except for the Golden Temple. He sells various items in exchange for Banana Coins.
TutorialPig.png
Tutorial Pig
A character that pops up from the background to offer indications on how to perform certain actions, such as blowing and rolling. He also runs the checkpoint booths.
Rambi the Rhino
Rambi the Rhino
A very strong and rideable Animal Friend, surpassing the powers of Donkey Kong. He can be driven into enemies and solid blocks to crush them effortlessly using his horn.
Artwork of Squawks the Parrot from Donkey Kong Country Returns
Squawks the Parrot
Available for purchase in Cranky Kong's Shop. He warns the player about nearby Puzzle Pieces.
File:SuperDiddyKong.png
Super Kong
The Super Kong is available from checkpoint booths as a guide after five consecutive deaths in a level.


Enemies

This section is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed in one week.

The Tiki Tak Tribe has invaded a large portion of Donkey Kong Island, scattering its members throughout all 9 worlds and mixing them with the indigenous population of enemies. The lower-ranking members of the tribe usually resemble bongo drums, the rest being designed after other traditional instruments (kalimba, gong, xylophone etc.), particularly those that possess the boss enemies.

Most of the enemies from the island's natural fauna are specific to certain worlds, though they might briefly appear in other locations. For example, Rawks, which are common in the Jungle world, can be also encountered in Damp Dungeon, a level from the Ruins world, as well as the Golden Temple, the last area to be explored in the game.

Tiki Tak Tribe
Name Description First level appearance Last level appearance
Tiki Goon Grunt-level enemies, slowly moving back and forth on platforms. Although harmful if simply touched from one side, as they bite, Tiki Goons can be destroyed using any form of attack, such as stomping, rolling, barrel throwing, or Rambi's strike. Jungle Hijinxs Red Red Rising
Tiki Doom A larger variant of the Tiki Goon. While its behavior remains unchanged, slowly traversing patches of ground, it can be taken out with three stomps, as opposed to one. A single roll attack is also decisive. Tree Top Bop Golden Temple
Screaming Pillar Jungle Hijinxs Five Monkey Trial
Giant Pillar Canopy Cannons Canopy Cannons
Tiki Buzz An airborne Tiki that flies on predetermined paths, ranging from straight lines to circles. Its lateral and bottom sides are dangerous to touch, but it can be defeated using any attack technique. Crazy Cart Golden Temple
Tiki Tork A gargantuan equivalent of Tiki Buzz. Three stomps on its body are necessary to defeat it. Alternatively, the Kongs can use any other attack technique once to achieve the same result. Prehistoric Path Golden Temple
Flaming Tiki Buzz A blackened Tiki Buzz set on fire. While burning, it can only be defeated with a thrown barrel; touching one in this state is harmful. However, a blow will dissolve its flames, leaving it dizzy and as vulnerable as a standard Tiki Buzz. Crazy Cart Red Red Rising
Tiki Torch An enemy that is constantly covered in red flames, walking back and forth on the ground. It is dangerous to make contact with a Tiki Torch shrouded in fire, and while in this state, it can only be attacked from distance with a barrel. The Kongs are able to put out the fire engulfing a Tiki Torch using a short blow. While extinguished, Tiki Torches become confused and open to any kind of attack. Peaceful Pier Red Red Rising
Tiki Bomber A variant of the Tiki Torch that emits blue flames. Apart from being harmful to touch whatsoever while flaming, it can attack by shooting small fireballs from their lateral sides. Blue Tiki Bombers discharge fireballs in straight lines, while brown Tiki Bombers, which are normally found on elevated platforms, shoot them in arc-shaped lines. A blow will extinguish them, allowing the Kongs to defeat them just as Tiki Torches. Wonky Waterway Furious Fire
Tiki Boing A Tiki with a coil-wound body. It moves with rhythmical bounces, enabling it to attack the Kongs in the process. Tiki Boings can be defeated using any form of attack. Jagged Jewels Tippy Shippy
Tiki Tank A sturdy Tiki reinforced with stone. Roll attacks and normal stomps do not have effect on it. Instead, the Kongs can pound the ground near a Tiki Tank to flip it over, uncovering its bottom side and allowing them to destroy the enemy with a stomp. Alternatively, a Tiki Tank can be immediately defeated with a barrel or with Rambi. Button Bash Red Red Rising
Tiki Zing A rotating disc with razors. Some Tiki Zings can be found floating in one place, other fly on set patterns, tracing straight lines and circles in the air, and might group themselves in miscellaneous formations, as seen in Clingy Swingy. They are harmful and invulnerable to many of the Kongs' attacks, including barrel tossing, but Rambi is able to break them. King of Cling Five Monkey Trial
Big Zing An uncommon, larger variation of Tiki Zings. It moves considerably slower and is just as harmful. However, Big Zings cannot be defeated by any means of attack. Platform Panic Blast & Bounce
Flaming Tiki Zing A Tiki Zing variant, shrouded in flames. It spins and rotates in circles, being harmful even for Rambi. Flaming Tiki Zings are indestructible. Precarious Plateau Precarious Plateau
Tiki Pop A Tiki with a bowl-shaped head, carrying a flashing bomb. Tiki Bombs walk slowly in one direction on the ground; they will self-destruct moments after spawning from Stu's cauldron. They will explode earlier if the Kongs make contact with them, and their combustion is dangerous. Ruined Roost Ruined Roost
Tiki Seeker Small Tikis peeking from black portals in the background. They cannot be interacted with, but will produce short blades that can hurt the Kongs. They launch the said blades towards the current position of Donkey Kong, before retreating into the portal. Golden Temple Golden Temple
Tiki Pilot The Tiki responsible for transporting part of Donkey Kong's Banana Hoard using his airship and a rope net. Tiki Pilot is briefly seen in the first level, Jungle Hijinxs. Jungle Hijinxs Jungle Hijinxs
Jungle enemies
Name Description First level appearance Last level appearance
Awk Jungle Hijinxs Canopy Cannons
Rawk Jungle Hijinxs Golden Temple
Mimic Sunset Shore Sunset Shore
Beach enemies
Name Description First level appearance Last level appearance
Snaps Poppin' Planks Tippy Shippy
Pinchley Poppin' Planks Tippy Shippy
Squidley Sloppy Sands Five Monkey Trial
Electrasquid Sloppy Sands Tippy Shippy
Squid Shot Sloppy Sands Five Monkey Trial
Jellybob Cannon Cluster Blowhole Bound
Squiddicus Stormy Shore Stormy Shore
Ruins enemies
Name Description First level appearance Last level appearance
Stilts Wonky Waterway Damp Dungeon
Humzee Button Bash Button Bash
Toothberry Itty Bitty Biters Clingy Swingy
Cageberry Itty Bitty Biters Itty Bitty Biters
Ack Itty Bitty Biters Itty Bitty Biters
Ackstack Itty Bitty Biters Itty Bitty Biters
Cave enemies
Name Description First level appearance Last level appearance
Mole Miner Crazy Cart The Mole Train
Mole Guard Bombs Away Bombs Away
Mega Squeekly Crowded Cavern Crowded Cavern
Forest enemies
Name Description First level appearance Last level appearance
Shroom Chomp Longshot Launch Wigglevine Wonders
Spore Chomp Clingy Swingy Tippin' Totems
Vine Chomp Vine Valley Vine Valley
Buzzbite Jagged Jewels Vine Valley
Cling Cobra Vine Valley Clingy Swingy
Skittler Flutter Flyaway Muncher Marathon
Munchers Muncher Marathon Muncher Marathon
Bopapodamus Tippin' Totems Springy Spores
Wigglevine Wigglevine Wonders Wigglevine Wonders
Cliff enemies
Name Description First level appearance Last level appearance
Skellyrex Tumblin' Temple Clifftop Climb
Skullyrex Sticky Situation Crumble Canyon
Bonehead Jed Sticky Situation Boulder Roller
Firehead Ned Sticky Situation Boulder Roller
Firebite Perilous Passage Perilous Passage
Factory enemies, known as Ready Bots
Name Description First level appearance Last level appearance
Buzzsaw Foggy Fumes Foggy Fumes
Pogobot Foggy Fumes Cog Jog
Pyrobot Handy Hazards Treacherous Track
Buckbot Slammin' Steel Feather Fiend
Buckbomb Handy Hazards Music Madness
Electroid Slammin' Steel Switcheroo
Volcano enemies
Name Description First level appearance Last level appearance
Char-char Furious Fire Moving Melters
Ultra Char-char Furious Fire Furious Fire
Golden Temple enemies
Name Description First level appearance Last level appearance
Kowalee Golden Temple Golden Temple


Bosses

Items and objects

The adventure is littered with noteworthy objects that can be used or manipulated in various ways or purposes. Below is a table that comprises all collectables, projectiles, vehicles, and miscellaneous objects found in the game.

Collectables
Item Description
Banana Bananas, the most common items in the game, are normally found floating in the air and arranged in rows and other patterns. They are very frequent in the main level space and in Bonus Areas as well. Upon collecting 100 of them, the Kongs receive an extra life.
Banana Bunch Less common than singular bananas, these items come in five or ten bananas.
Banana Coin The currency of the game. They appear frequently and are used to purchase items in Cranky Kong's Shop. Banana Coins are usually encountered floating in the air, and the Kongs can often find them in Bonus Areas. Sometimes, they will spawn after collecting a certain set of bananas.
Heart A common item that refills one space of the health counter. It can be found along the way during normal play and Time Attack, but never during Mirror Mode.
Extra Life Balloon A considerably rare item that enables the Kongs an additional try if they lose all of their hearts. Extra Life Balloons are sometimes found floating in the air; they start ascending just as the Kongs enter their screen, and should be grabbed quickly. The Kongs start off their adventure with four Extra Life Balloons. If all current balloons are lost, the player receives a Game Over.
K-O-N-G Letters This set of four letters is found in each level (excluding temple and boss levels) in this order. Should all K-O-N-G Letters in a world be collected, access will be granted to the said world's hidden temple stage. All letters in the game need to be collected in order to fully complete the game.
Puzzle Piece A precious item found in all except boss levels. They are most often encountered in hidden places, though some will spawn after collecting a certain set of items, like bananas and Banana Coins. Puzzle Pieces are also the objective of Bonus Areas. A level contains either five, seven, or nine Puzzle Pieces; if all Puzzle Pieces in a level are collected, they will unlock a piece of artwork in the Extras section in the game's file menu.
Rare Orb A valuable object needed to unlock the gateway to the Golden Temple. Rare Orbs appear at the end of every hidden temple stage and replace Slot Machine Barrels in the said stages.
Projectiles
Item Description
Barrel A wooden object that is sometimes found lying on the ground. Barrels can be heaved and carried, and can be hurled at enemies to attack them from distance – this is especially useful for enemies like Tiki Torches, Snaggleses, and Jellybobs, which are harmful at any kind of direct contact. Upon getting thrown, barrels start rolling along a path, clearing the way of any enemies and breaking when they knock into a wall.
DK Barrel When Donkey Kong travels alone and encounters a DK Barrel, he can break it to free his partner, Diddy. If they are already teamed up and find a DK Barrel, it can be broken to replenish their health counter. Just as regular barrels, DK Barrels can also be used for purposes of attack. However, they break upon contact with any element.
Miscellaneous
Item Description
Containers These objects have an identical purpose, but might change appearance to fit the aesthetic of the environment. They contain items, ranging from bananas to Puzzle Pieces. They are located in the immediate background, and even though they cannot be interacted with directly, the Kongs can pound the surface in front of them to release the item inside.
Trapdoor A thin platform hidden amongst ground. If pounded, it will spin for a short time, allowing the Kongs to fall beneath it. This usually leads to secrets, such as Bonus Areas.
Bag An object hanging with a rope from above. It displays a bull's-eye and contains a valuable item, such as a Puzzle Piece. A bag can be destroyed with a barrel.
Vehicles
Item Description
Minecart A vehicle used to travel on rails which cannot be walked on. If empty, the Kongs may take full control of it. However, sometimes, Minecarts are occupied by ore, and the Kongs would have to jump from one to another in order to progress. If the Minecart crashes into an element, the Kongs lose an Extra Life Balloon.
Rocket Barrel A barrel-shaped device used to fly. As it moves through the air, the Kongs can control it by ascending and descending to avoid obstacles. As with the Minecart, if the Rocket Barrel crashes, the Kongs will lose a life.


Worlds and levels

The game is divided into eight main worlds and an extra level, the Golden Temple. With the exception of boss levels, all levels in the game contain a number of Puzzle Pieces that unlock concept artwork.

In each world, the Kongs can come across Cranky Kong's Shop, where Cranky sells various items that can be used in the course of the game.

Below is a table listing all levels in the game, along with the number of Puzzle Pieces each one has (five, seven, or nine), as well as the music theme playing there. The soundtrack of the game features various rearrangements of past Donkey Kong melodies, with the other tunes being new. Tunes followed by an asterisk (*) have been given a title in Super Smash Bros. for Wii U.

Worlds and levels
Jungle
Level number Level name Number of Puzzle Pieces in the level Music theme
1-1 Jungle Hijinxs 9 "Jungle Hijinxs"
1-2 King of Cling 7 "King of Cling"
1-3 Tree Top Bop 5 "Jungle Hijinxs"
1-4 Sunset Shore 5 "Palm Tree Groove"
1-5 Canopy Cannons 5 "King of Cling"
1-6 Crazy Cart 5 A rearrangement of "Mine Cart Cruise"
1-K Platform Panic 5 Template:Conjecturaltext
1-B BOSS LEVEL: Mugly's Mound 0 Template:Conjecturaltext
Beach
Level number Level name Number of Puzzle Pieces in the level Music theme
2-1 Poppin' Planks 5 "Poppin' Planks"
2-2 Sloppy Sands 7 "Poppin' Planks"
"Sloppy Sands"
2-3 Peaceful Pier 5 A rearrangement of "Poppin' Planks"
"Mine Menace"
2-4 Cannon Cluster 7 "Mast Blast"
2-5 Stormy Shore 5 Template:Conjecturaltext
2-6 Blowhole Bound 5 "Aquatic Ambiance Returns" (DKCR version)
2-7 Tidal Terror 5 "Tidal Terror"
2-K Tumblin' Temple 5 Template:Conjecturaltext
2-B BOSS LEVEL: Pinchin' Pirates 0 Template:Conjecturaltext
Ruins
Level number Level name Number of Puzzle Pieces in the level Music theme
3-1 Wonky Waterway 7 "Ruin Rhapsody"
3-2 Button Bash 7 "Voices of the Temple Returns"
3-3 Mast Blast 7 "Mast Blast"
3-4 Damp Dungeon 9 "Ruin Rhapsody"
3-5 Itty Bitty Biters 7 "Voices of the Temple Returns"
3-6 Temple Topple 5 "Voices of the Temple Returns"
3-K Shifty Smashers 5 Template:Conjecturaltext
3-B BOSS LEVEL: Ruined Roost 0 "Savory Stu"
Cave
Level number Level name Number of Puzzle Pieces in the level Music theme
4-1 Rickety Rails 5 "Rickety Rails"
4-2 Grip 'n' Trip 5 "Mine Cart Cruise"
4-3 Bombs Away 5 "Rickety Rails"
4-4 Mole Patrol 5 "Mole Patrol" *
4-5 Crowded Cavern 5 "Mine Menace"
4-K Jagged Jewels 5 Template:Conjecturaltext
4-B BOSS LEVEL: Mole Train 0 Template:Conjecturaltext
Forest
Level number Level name Number of Puzzle Pieces in the level Music theme
5-1 Vine Valley 7 "Forest Frenzy Returns"
5-2 Clingy Swingy 5 "King of Cling"
5-3 Flutter Flyaway 7 "Treetop Rock Returns"
5-4 Tippin' Totems 7 "Forest Frenzy Returns"
5-5 Longshot Launch 7 "Treetop Rock Returns"
5-6 Springy Spores 7 "King of Cling"
5-7 Wigglevine Wonders 7 "Forest Frenzy Returns"
5-8 Muncher Marathon 5 "Treetop Rock Returns"
A rearrangement of "Forest Frenzy Returns"
5-K Blast & Bounce 5 Template:Conjecturaltext
5-B BOSS LEVEL: Mangoruby Run 0 "Mangoruby Rush"
Cliff
Level number Level name Number of Puzzle Pieces in the level Music theme
6-1 Sticky Situation 9 "Sticky Situation"
6-2 Prehistoric Path 5 "Clifftop Concert"
"Prehistoric Path"
6-3 Weighty Way 5 "Boulder Roller"
6-4 Boulder Roller 7 "Clifftop Concert"
An upbeat arrangement of "Sticky Situation"
6-5 Precarious Plateau 5 "Boulder Roller"
6-6 Crumble Canyon 9 "Clifftop Concert"
6-7 Tippy Shippy 5 "Clifftop Concert"
6-8 Clifftop Climb 5 "Sticky Situation"
6-K Perilous Passage 5 Template:Conjecturaltext
6-B BOSS LEVEL: Thugly's Highrise 0 Template:Conjecturaltext
Factory
Level number Level name Number of Puzzle Pieces in the level Music theme
7-1 Foggy Fumes 7 "Palm Tree Groove"
7-2 Slammin' Steel 5 "Factory Friction"
7-3 Handy Hazards 7 "Factory Friction"
7-4 Gear Getaway 7 "Factory Friction"
"Mine Menace"
7-5 Cog Jog 9 "Life in the Mines Returns"
7-6 Switcheroo 5 A rearrangement of "Life in the Mines Returns", with cyber-punk beats added
7-7 Music Madness 5 "Automatic Action"
7-R Lift-off Launch 0 "Factory Friction"
7-K Treacherous Track 5 Template:Conjecturaltext
7-B BOSS LEVEL: Feather Fiend 0 Template:Conjecturaltext
Volcano
Level number Level name Number of Puzzle Pieces in the level Music theme
8-1 Furious Fire 5 "Burnin' Bop"
8-2 Hot Rocket 5 "Mine Menace"
8-3 Roasting Rails 5 "Lava Blitz"
8-4 Smokey Peak 5 A rearrangement of "Palm Tree Groove"
8-5 Bobbing Basalt 7 "Burnin' Bop"
8-6 Moving Melters 5 "Burnin' Bop"
8-7 Red Red Rising 5 "Burnin' Bop"
8-K Five Monkey Trial 5 Template:Conjecturaltext
8-B BOSS LEVEL: Tiki Tong Terror 0 "Red Rockin'"
"Tiki Tong Song"
Golden Temple
Level number Level name Number of Puzzle Pieces in the level Music theme
9-1 Golden Temple 5 Template:Conjecturaltext



Representative pictures of each world in the game
The Cliff
Representative pictures of each world in the game

Marketing and release

One of the two promotional stickers of Donkey Kong and Diddy Kong.
The other promotional sticker for the game.

To promote the game, Nintendo partnered Chiquita to cross-promote the game for a limited time by having Donkey Kong promotion stickers on their bananas. In addition, an online contest was set up asking people to upload three photos of themselves doing the "Donkey Kong dance" for a chance to win one of thirty-one prizes.[1] Nintendo also partnered with Johnny Rockets to rebrand their Chocolate Banana Shake as the "Donkey Kong Chocolate Banana Shake" for a limited time. In addition, the promotion ties in with a sweepstakes for a chance to win a copy of the game.[2]

In the United Kingdom, select Game and Gamestation stores were chosen to promote the game at launch by trading a handful of bananas in exchange for the copy of the game. The first twenty customers that arrive at the store are guaranteed to get the game.[3]

Nintendo of Australia promoted the game before launch by having game demo in two locations: The Nintendo Connection at Myer department store, Sydney City in November 27, and The Nintendo Experience at EB Games, Swanston Street, Melbourne in November 28. The first two-hundred people who sampled the game received a special Donkey Kong Poster.[4] They celebrated the launch of the game by holding an event in Circular Quay, located in Sydney, New South Wales, Australia in the afternoon. It featured a tower of bananas with a sign next to it saying "Kong's Banana Hoard", along with a variety of banana-based foods. The staff kept the public entertained with trivia questions; answering them correctly will be rewarded with a free Donkey Kong shirt. At night time, the main event began with the showing of the video game from the projector; giving people a chance to play the game.[5]

Development

Donkey Kong Country Returns development started after several core developers of the Metroid Prime series left Retro Studios, which made several executives skeptical of whether the developer could keep making high-quality games.[6] At the same time, Shigeru Miyamoto wanted to make a new Donkey Kong Country game and suggested Retro Studios as its developer. Since many Retro Studios employees were fans of the series, the suggestion was welcomed enthusiastically by them.[6]

Development started out slow, with the developers creating only two of the eight bosses during 2009.[6] The pace fastened around 2010, as the team increased in size and after E3, as Retro Studios and Nintendo eventually agreed on how the levels should be designed.[6]

Kensuke Tanabe, who had worked on the localization of the original Donkey Kong Country, and his assistant Risa Tabata supervised Retro Studios during development, giving their opinions on the level designs and requesting enemies to be changed. Tanabe also asked for the creation of a multiplayer mode to distinguish the game from Donkey Kong Jungle Beat.[6] Shigeru Miyamoto also gave input, such as requesting that the music not be changed.[6]

Donkey Kong Country Returns 3D

Main article: Donkey Kong Country Returns 3D

The game was remade for the Nintendo 3DS titled as Donkey Kong Country Returns 3D. Aside from the graphical change, the remake features additional new content, such as an easier mode and all-new levels.

Gallery

Template:Morepic

Staff

Main article: List of Donkey Kong Country Returns staff

Glitches

Template:Conjecturaltext

The player must go to an area in a level with a DK Barrel and at least one enemy without Diddy Kong. The player must grab the DK Barrel and wait the enemy to approach Donkey Kong. When the enemy is almost touching him, throw the barrel so that it breaks before Donkey Kong gets damaged. If done correctly, Diddy gets on Donkey Kong's back and two extra hearts appear in the health HUD, but one of the main hearts is empty, while it naturally would refill when the barrel breaks.

Template:Conjecturaltext

When visiting Cranky Kong's Shop, the game may freeze during transitions, such as when buying items or even entering the shop.[7] This can sometimes be fixed by entering and exiting the Home Menu.[8]

Official soundtrack

Main article: Donkey Kong Returns Original Sound Track

An original soundtrack that is based on the game is released only in Japan for Club Nintendo members. It has twenty-five songs from the game.

References to other games

  • Game & Watch series: Mr. Game & Watch can be seen in one part in the background of Foggy Fumes.
  • Donkey Kong: The original 25m level can be seen in one part in the background of Foggy Fumes. Some temple levels also feature cave paintings based on the level. Also, in the level Wonky Waterway, a statue of Donkey Kong with his appearance in this game holding a Wii Remote can be seen. Moreover, in some secret temple levels, some pillars and platforms have paintings that resemble the stages of the arcade game, and at the end of each temple level, sprites of Donkey Kong's head from this game can be seen in the background during the "Level Clear!" screen.
  • Donkey Kong Jr.: The music of the sky area of the Golden Temple is a remix of the title and stage themes.
  • Super Mario Bros. 2: A piece of concept art based on the overworld levels in this game can be unlocked in Donkey Kong Country Returns.
  • Donkey Kong Country: The main theme of Donkey Kong Country Returns, as well as other pieces, are remixed versions of this game's themes. Also Cranky Kong is seen sitting in a rocking chair as he does in this game plus some of his quotes were of those that originated here. Just like in the original, Returns features bonus stages in levels in certain areas instead of Bonus Barrels and players have a one shot chance at beating them also like in the original.
  • Donkey Kong Jungle Beat: Some sound effects are borrowed from this game. Also, DK's finishing beating of the world's Tiki after a boss fight is reminiscent of some battles from this game.
  • New Super Mario Bros. Wii: The level pads look identical to those from this game, even using the same colors. Also, both games have Super Guide. Worlds 5, 6, 8, and 9 of these two games are respectively similar and have the same theme.
  • Donkey Kong Country 2: Diddy's Kong Quest: Ship levels and volcano levels in the series were first seen in this game. Banana coins make a return. Returns' End of level barrel has a similar function to this games' End of Level Target in that they both release prizes depending on what a player chooses.
  • Donkey Kong Country 3: Dixie Kong's Double Trouble: Diddy getting on Donkey Kong for the continuous roll attack might have been inspired from Dixie getting on Kiddy Kong and riding him around. Also the concept of Rocket Barrels originated from this game although they were used a little differently.
  • Donkey Kong 64: Diddy's jetpack ability originated here. Additionally, when in multiplayer facing either Mugly or Thugly, the player can have Diddy shoot peanuts at them, making them eat the peanuts and be distracted.

References in later games

Names in other languages

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Trivia

The Wii Remote banana pouch.
Donkey Kong, playing with a Nintendo DS Lite.
  • At the game's release, those who pre-ordered Donkey Kong Country Returns at GameStop in the United States or Canada received a special banana-shaped Wii Remote pouch with the game's logo printed on it.
  • If Donkey Kong does nothing for a long time while standing, he will look around, and sit to play what appears to be a Nintendo DS Lite. While he is playing, button sounds and a sound effect from the first Donkey Kong arcade game can be heard. Moments later, he throws the DS behind him, and it quickly fades away.
  • Shortly before the game's release in North America, Nintendo tried to trademark the pop culture phrase "It's on like Donkey Kong!"[9]
  • Unlike the first two Donkey Kong Country games and Donkey Kong 64, Diddy cannot be controlled in single player. His purpose is allowing Donkey Kong to hover for a while, as well as providing two extra hit points.
  • Donkey Kong Country Returns is one of the Puzzle Swap panels in the StreetPass Mii Plaza app for the Nintendo 3DS.

References

External links

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