Donkey Kong Land 2: Difference between revisions

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*'''[[Kaboing]]''': These Kremlings are usually seen jumping around certain areas in levels. Because of their constant jumping, they can easily jump on any Kongs that aren't careful. The heroes have to jump on them to defeat them.
*'''[[Kaboing]]''': These Kremlings are usually seen jumping around certain areas in levels. Because of their constant jumping, they can easily jump on any Kongs that aren't careful. The heroes have to jump on them to defeat them.
*'''[[Kannon]]''': These large, cannon wielding enemies shoot [[kannonball]]s and barrels at the Kongs to attack. They are rather uncommon and can easily be defeated if the heroes jump on their heads or cartwheel into them.
*'''[[Kannon]]''': These large, cannon wielding enemies shoot [[kannonball]]s and barrels at the Kongs to attack. They are rather uncommon and can easily be defeated if the heroes jump on their heads or cartwheel into them.
*'''[[Klampon]]''':
*'''[[Klampon]]''': Similar to the [[Klaptrap]] and [[Krimp]] enemies of the first and third ''Donkey Kong Land'' games, these large foes move across small areas, trying to bite the Kongs. They can easily be defeated with a jump, but cartwheeling cannot always defeat them, as attacking from the front can allow them to bite the Kongs.
*'''[[Klinger]]''':
*'''[[Klinger]]''': Klingers are always seen climbing on either ropes or chains. After they reach their highest point on the ropes, they slide down in order to hit the primates. They can be defeated by barrels, and the monkeys can also run into their sides to push them off of ropes.
*'''[[Klobber]]''':
*'''[[Klobber]]''': These common Kremlings hide in barrels throughout many levels. When the apes approach their barrels, they jump out, attempting to push the heroes into a gap. Jumping on them can push them back into their barrels, which can be used to attack some enemies. If the barrel they are in breaks, they are defeated.
*'''[[Klomp]]''':
*'''[[Klomp]]''': Klomps are the basic ground enemies in their game. Being the normal types of Kremling soldiers, they appear in many levels, where they simply walk back and fourth. Both jump on them and cartwheeling into them can beat them.
*'''[[Krook]]''':
*'''[[Krook]]''': These enemies appear as Kremlings wearing large coats. They have hooks, which they throw at the Kongs when they pass by. If they miss them, however, the hook acts as a boomerang and heads back to the Krook. Krooks can be defeated if the apes jump on them or cartwheel into them.
*'''[[Kruncha]]''':
*'''[[Kruncha]]''': These large, muscular Kremlings are much like [[Krusha]]s and [[Krumple]]s from other ''Donkey Kong Land'' games. They walk back and fourth through areas, and, if touched, go on a rampage. At this point, they move faster and hurt the apes with one touch, until they cool down. They can only be defeated with barrels or by Animal Buddies.
*'''[[Lockjaw]]''':
*'''[[Lockjaw]]''':
*'''[[Mini Necky]]''':
*'''[[Mini Necky]]''':

Revision as of 13:37, August 9, 2010

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.

Template:Infobox

Donkey Kong Land 2 is a video game developed by Rareware and published by Nintendo for the Game Boy. Released in September 1996, it is a sequel to Donkey Kong Land, a predecessor to Donkey Kong Land III, and the handheld follow-up of Donkey Kong Country 2: Diddy's Kong Quest. Like its predecessor, the game features a yellow cartridge and Super Game Boy special features, giving the game a special banana border when played on a Super Game Boy.

This game is often mistaken as a handheld port of Donkey Kong Country 2, however, this is untrue. Although the two games run on the same engine and have the same areas, the layouts on each of the levels are new. Another difference is that two worlds, Krem Quay and Crocodile Cauldron, are merged into one world: Krem Cauldron. Kleever is the boss of this area, while Kudgel doesn't appear at all in the game. However, the game doesn't differ from its Super Nintendo counterpart as much as its predecessor, Donkey Kong Land, does.

Storyline

File:Crocodile Isle 65.jpg
The apes begin to climb the island.

Similar to the storyline in Donkey Kong Country 2, Kaptain K. Rool and the Kremling Krew kidnaps Donkey Kong. In exchange for Donkey Kong's safe return, the Kremlings demand the Banana Hoard. However, the Kongs decline this offer, not wanting to give away the hoard, and Diddy Kong and Dixie Kong head out to find the big ape on Crocodile Isle.

Template:Spoiler Avoiding restless bands of enemies, the two heroes travel through several worlds, including the Gangplank Galleon, Krem Cauldron, Krazy Kremland, Gloomy Gulch, and K. Rool's Keep. They fight bosses, such as King Zing, on the way, going through amusement parks and Zinger hives. Eventually, the apes make their way to the top of Crocodile Isle, where they find Donkey Kong tied up in ropes. Before they can rescue him, he is lifted into The Flying Krock. Chasing him into the helicopter, the apes meet the leader of the Kremling Krew, Kaptain K. Rool, and the characters battle. Eventually, Diddy and Dixie knock out the Kremling leader, and Donkey Kong frees himself from his chains. Before Kaptain K. Rool can attack again, the big ape knocks him off the island, sending him into the ocean.

However, even after Donkey Kong is freed, the apes' adventure isn't over. After paying a hefty fine of Kremkoins to Klubba, the way into the Lost World is opened. After completing the world, the mouth of the stone crocodile head opens. Inside, the monkeys meet Kaptain K. Rool again, and the two sides fight a second time. Even with his wide variety of attacks, the Kremling is, again, defeated. Afterwards, the heroes flee from Crocodile Isle, where they, along with Donkey Kong, watch as the Kremling island sinks into the ocean. Template:Endspoiler

Levels

Levels and Bonus Areas
Gangplank Galleon
# Level Bonus Areas Type of Level
1 Pirate Panic 2 Ship Deck
2 Mainbrace Mayhem 1 Ship Mast
3 Gangplank Galley 2 Ship Deck
4 Lockjaw's Locker 1 Ship Hold
5 Topsail Trouble 2 Ship Mast
6 BOSS LEVEL: Krow's Nest 0 Ship Mast
Krem Cauldron
# Level Bonus Areas Type of Level
7 Hothead Hop 2 Lava
8 Kannon's Klaim 1 Mines
9 Lava Lagoon 2 Ship Hold
10 Redhot Ride 1 Lava
11 Squawk's Shaft 2 Mines
12 Barrel Bayou 2 Swamp
13 Glimmer's Galleon 2 Ship Hold
14 Krockhead Klamber 1 Swamp
15 Rattle Battle 1 Ship Deck
16 Slime Climb 1 Ship Mast
17 BOSS LEVEL: Kleaver's Kiln 0 Lava
Krazy Kremland
# Level Bonus Areas Type of Level
18 Hornet Hole 1 Hive
19 Target Terror 2 Roller Coaster
20 Bramble Blast 2 Brambles
21 Rickety Race 0 Roller Coaster
22 Bramble Scramble 1 Brambles
23 Mudhole Marsh 2 Swamp
24 Rambi Rumble 2 Hive
25 BOSS LEVEL: King Zing Sting 0 Hive
Gloomy Gulch
# Level Bonus Areas Type of Level
26 Ghostly Grove 1 Forest
27 Krazy Koaster 1 Roller Coaster
28 Gusty Glade 2 Roller Coaster
29 Parrot Chute Panic 2 Hive
30 Web Woods 1 Forest
31 BOSS LEVEL: Kreepy Krow 0 Ship Mast
K. Rool's Keep
# Level Bonus Areas Type of Level
32 Arctic Abyss 2 Ice
33 Windy Well 1 Mines
34 Dungeon Danger 2 Castle
35 Clapper's Cavern 1 Ice
36 Chain Link Chamber 2 Castle
37 Toxic Tower 1 Castle
38 BOSS LEVEL: Stronghold Showdown 0 Castle
The Flying Krock
# Level Bonus Areas Type of Level
39 Screech's Sprint 1 Brambles
40 BOSS LEVEL: K. Rool Duel 0 Castle
Lost World
# Level Bonus Areas Type of Level
41 Jungle Jinx 1 Jungle
42 Black Ice Battle 1 Ice
43 Fiery Furnace 1 Lava
44 Klobber Karnage 1 Jungle
45 Animal Antics 1 Jungle
46 BOSS LEVEL: Krocodile Kore 0 Lava

Enemies

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.

Normal Enemies

  • Click-Clack: These enemies appear as a small, blue insects. The Kongs are required to jump on them twice to defeat them. When they jump on them once, the Click-Clacks flip over. The apes can pick them up and throw them at other enemies in this state. However, they flip back over if left alone for a while.
  • Flitter: These foes are long, blue, dragonfly-like enemies who often appear flying over large pits. They are usually located in areas like this because, when jumped on, the apes bounce in the air and are able to head over to other Flitters in mid-air. The apes only have to jump on them once to defeat them.
  • Flotsam: Flotsams are basic underwater enemies. Like Bitesizes and Kocos from the other Donkey Kong Land games, they simply swim around underwater, trying to hit the heroes. Only Enguarde's sharp nose can defeat them.
  • Kaboing: These Kremlings are usually seen jumping around certain areas in levels. Because of their constant jumping, they can easily jump on any Kongs that aren't careful. The heroes have to jump on them to defeat them.
  • Kannon: These large, cannon wielding enemies shoot kannonballs and barrels at the Kongs to attack. They are rather uncommon and can easily be defeated if the heroes jump on their heads or cartwheel into them.
  • Klampon: Similar to the Klaptrap and Krimp enemies of the first and third Donkey Kong Land games, these large foes move across small areas, trying to bite the Kongs. They can easily be defeated with a jump, but cartwheeling cannot always defeat them, as attacking from the front can allow them to bite the Kongs.
  • Klinger: Klingers are always seen climbing on either ropes or chains. After they reach their highest point on the ropes, they slide down in order to hit the primates. They can be defeated by barrels, and the monkeys can also run into their sides to push them off of ropes.
  • Klobber: These common Kremlings hide in barrels throughout many levels. When the apes approach their barrels, they jump out, attempting to push the heroes into a gap. Jumping on them can push them back into their barrels, which can be used to attack some enemies. If the barrel they are in breaks, they are defeated.
  • Klomp: Klomps are the basic ground enemies in their game. Being the normal types of Kremling soldiers, they appear in many levels, where they simply walk back and fourth. Both jump on them and cartwheeling into them can beat them.
  • Krook: These enemies appear as Kremlings wearing large coats. They have hooks, which they throw at the Kongs when they pass by. If they miss them, however, the hook acts as a boomerang and heads back to the Krook. Krooks can be defeated if the apes jump on them or cartwheel into them.
  • Kruncha: These large, muscular Kremlings are much like Krushas and Krumples from other Donkey Kong Land games. They walk back and fourth through areas, and, if touched, go on a rampage. At this point, they move faster and hurt the apes with one touch, until they cool down. They can only be defeated with barrels or by Animal Buddies.
  • Lockjaw:
  • Mini Necky:
  • Neek:
  • Puftup:
  • Shuri:
  • Spiny:
  • Zinger:

Bosses

Gallery

Boxart

Artwork

Screenshots

Glitches

Main article: Donkey Kong Land 2/Glitches

Beta elements

Main article: Donkey Kong Land 2/Beta elements

Trivia

  • All the levels in the game have same names as those in Donkey Kong Country 2, however, the level layouts are new. The only exceptions are Haunted Hall (replaced with Krazy Koaster) and Castle Crush (replaced with Dungeon Danger).
  • The boxart depicts in the background, Glimmer the Anglerfish, even though he doesn't appear in the game. The box art was later used for the title screen in the European Game Boy Advance port of Donkey Kong Country 2.


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