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[[File:Rescue Croc Isle - Cover Front.jpg|thumb|190px|The novel's front cover.]]
[[File:Rescue Croc Isle - Cover Front.jpg|thumb|190px|right|The novel's front cover.]]
'''''Donkey Kong Country: Rescue on Crocodile Isle''''' is a 1997 chapter book written by [[Michael Teitelbaum]], illustrated by [[Leif Peng]] and published by Troll Communications. It is the third book in its series, preceded by ''[[Donkey Kong Country (novel)|Donkey Kong Country]]'' in 1994, and ''[[Donkey Kong Country: Rumble in the Jungle]]'' in 1995. ''Rescue on Crocodile Isle'' shares the same cover artwork and similar plot line as the game ''[[Donkey Kong Country 2: Diddy's Kong Quest]]''. This is unlike ''Donkey Kong Country: Rumble in the Jungle'', which shares cover artwork with the game ''[[Donkey Kong Land]]'', although with several differences in the story and characters.
'''''Donkey Kong Country: Rescue on Crocodile Isle''''' is a 1997 chapter book written by [[Michael Teitelbaum]], illustrated by [[Leif Peng]] and published by Troll Communications. It is the third book in its series, preceded by ''[[Donkey Kong Country (novel)|Donkey Kong Country]]'' in 1994, and ''[[Donkey Kong Country: Rumble in the Jungle]]'' in 1995. ''Rescue on Crocodile Isle'' shares the same cover artwork and similar plot line as the game ''[[Donkey Kong Country 2: Diddy's Kong Quest]]''. This is unlike ''Donkey Kong Country: Rumble in the Jungle'', which shares cover artwork with the game ''[[Donkey Kong Land]]'', although with several differences in the story and characters.


==Plot synopsis==
==Plot==
One sunny day, [[Donkey Kong]] is relaxing on a beach chair on one of the shores of [[Donkey Kong Island]]. He is interrupted by [[Cranky Kong]], who scolds him for being a "big, lazy ape". Later that evening when [[Diddy Kong]] and [[Dixie Kong]] return to their [[DK's Tree House|treehouse]], they find that Cranky and his wife [[Wrinkly Kong]] are worried about how Donkey Kong has not returned from the beach yet. They all travel there to investigate, and soon find that Donkey Kong's beach chair and sunglasses were smashed to pieces. The Kongs also spot [[Kremling]] footprints in the sand, and they understand that Donkey Kong has been kidnapped by [[King K. Rool|Kaptain K. Rool]], who had left a note that reads:
One sunny day, [[Donkey Kong]] is relaxing on a beach chair on one of the shores of [[Donkey Kong Island]]. He is interrupted by [[Cranky Kong]], who scolds him for being a "big, lazy ape". Later that evening when [[Diddy Kong]] and [[Dixie Kong]] return to their [[DK's Tree House|treehouse]], they find that Cranky and his wife [[Wrinkly Kong]] are worried about how Donkey Kong hasn't returned from the beach yet. They all travel there to investigate, and soon find that Donkey Kong's beach chair and sunglasses were smashed to pieces. The Kongs also spot [[Kremling]] footprints in the sand, and they understand that Donkey Kong has been kidnapped by [[King K. Rool|Kaptain K. Rool]], who had left a note that reads:


[[File:Rescue Croc Isle Illustration - Island Beach.jpg|thumb|170px|left|Illustration showing the [[Kong]]s reading [[King K. Rool|Kaptain K. Rool]]'s ransom note.]]
[[File:Rescue Croc Isle Illustration - Island Beach.jpg|thumb|170px|left|Illustration showing the [[Kong]]s reading [[King K. Rool|Kaptain K. Rool]]'s ransom note.]]
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Diddy and Dixie immediately decide to go and rescue him, preferring that Cranky does not join them as they think he has had "enough adventures for one lifetime". Offended and doubtful that they will succeed alone, Cranky returns to the treehouse with Wrinkly. The following morning, Diddy and Dixie borrow a small sailing ship from the docks, and load it with food supplies and [[barrel]]s. They set sail for Crocodile Isle, and Diddy Kong uses a compass and sea chart to navigate. Suddenly, Cranky Kong emerges from one of the crates, hiding there since before Diddy and Dixie arrived at the dock. Cranky Kong proceeds to tell them "many stories" of his youth, until an evening storm approaches the ship. The storm's gales grow stronger, and soon send them falling overboard.
Diddy and Dixie immediately decide to go and rescue him, preferring that Cranky doesn't join them as they think he's had "enough adventures for one lifetime". Offended and doubtful that they will succeed alone, Cranky returns to the treehouse with Wrinkly. The following morning, Diddy and Dixie borrow a small sailing ship from the docks, and load it with food supplies and [[barrel]]s. They set sail for Crocodile Isle, and Diddy Kong uses a compass and sea chart to navigate. Suddenly, Cranky Kong emerges from one of the crates, hiding there since before Diddy and Dixie arrived at the dock. Cranky Kong proceeds to tell them "many stories" of his youth, until an evening storm approaches the ship. The storm's gales grow stronger, and soon send them falling overboard.


[[File:Rescue Croc Isle Illustration - Croc Cauldron.jpg|thumb|170px|Illustration showing Diddy and Dixie Kong using the crocodile heads to reach safety. Cranky Kong is assisted by [[Squawks the Parrot]] after he loses his balance.]]
[[File:Rescue Croc Isle Illustration - Croc Cauldron.jpg|thumb|170px|Illustration showing Diddy and Dixie Kong using the crocodile heads to reach safety. Cranky Kong is assisted by [[Squawks the Parrot]] after he loses his balance.]]
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Led by Dixie, the Kongs head to a thick swamp called [[Krem Quay]]. They decide to use the underwater breathing barrels from Enguarde to cross the swamp, with the assistance of [[Glimmer the Angler Fish|Glimmer]] to light the way. Underwater, the Kongs encounter a group of [[Neek]]s, which are overcome by using Dixie's ponytail and Cranky's cane to attack. After making it across the swamp, the Kongs reach a run-down amusement park called [[Krazy Kremland]]. A large Kremling called [[Kruncha]] confronts them, who is immune to the Kong's attacks and explosive barrels. The Kongs hide in a game booth until Kruncha thinks of searching it. They then run to another game booth, which involves throwing rocks at pretend monkeys climbing a plastic tree. The Kongs climb the tree and hold still, though Kruncha becomes bored and decides to throw a rock which hits Cranky Kong. Diddy Kong puts on a straw hat and poses as a carnival barker, handing Kruncha a stuffed Kremling as a prize. The Kongs then run away, looking for an exit.
Led by Dixie, the Kongs head to a thick swamp called [[Krem Quay]]. They decide to use the underwater breathing barrels from Enguarde to cross the swamp, with the assistance of [[Glimmer the Angler Fish|Glimmer]] to light the way. Underwater, the Kongs encounter a group of [[Neek]]s, which are overcome by using Dixie's ponytail and Cranky's cane to attack. After making it across the swamp, the Kongs reach a run-down amusement park called [[Krazy Kremland]]. A large Kremling called [[Kruncha]] confronts them, who is immune to the Kong's attacks and explosive barrels. The Kongs hide in a game booth until Kruncha thinks of searching it. They then run to another game booth, which involves throwing rocks at pretend monkeys climbing a plastic tree. The Kongs climb the tree and hold still, though Kruncha becomes bored and decides to throw a rock which hits Cranky Kong. Diddy Kong puts on a straw hat and poses as a carnival barker, handing Kruncha a stuffed Kremling as a prize. The Kongs then run away, looking for an exit.


Kruncha thinks to take a secret underground passageway, and he and the Kremlings emerge right next to the Kongs. The Kongs run to the "House of Mirrors", followed by Kruncha and the Kremlings. Inside, Diddy taunts Kruncha when he tries to attack Diddy's reflection, causing several mirrors to shatter. Among the "total confusion", the Kongs quietly slip out and continue looking for an exit. They decide to hide in an abandoned roller coaster. Kruncha and his group of Kremlings find them, and they give chase in several roller coaster cars (referencing the level [[Rickety Race (Donkey Kong Country 2)|Rickety Race]] from ''Donkey Kong Country 2: Diddy's Kong Quest''). Ahead of them, the Kongs see that the tracks end in midair, high above the ground. As the car leaves the tracks, Dixie uses her [[Helicopter Spin|helicopter spin]] with Diddy and Cranky holding on, to safely land on the ground. The Kremlings all soon fall from the great height to the ground, defeated.
Kruncha thinks to take a secret underground passageway, and he and the Kremlings emerge right next to the Kongs. The Kongs run to the "House of Mirrors", followed by Kruncha and the Kremlings. Inside, Diddy taunts Kruncha when he tries to attack Diddy's reflection, causing several mirrors to shatter. Among the "total confusion", the Kongs quietly slip out and continue looking for an exit. They decide to hide in an abandoned roller coaster. Kruncha and his group of Kremlings find them, and they give chase in several roller coaster cars (referencing the level [[Rickety Race (Donkey Kong Country 2: Diddy's Kong Quest)|Rickety Race]] from ''Donkey Kong Country 2: Diddy's Kong Quest''). Ahead of them, the Kongs see that the tracks end in midair, high above the ground. As the car leaves the tracks, Dixie uses her [[Helicopter Spin|helicopter spin]] with Diddy and Cranky holding on, to safely land on the ground. The Kremlings all soon fall from the great height to the ground, defeated.


[[File:Rescue Croc Isle Illustration - Top of Keep.jpg|thumb|170px|Illustration showing Diddy, Dixie and Cranky at the top of [[K. Rool's Keep]], where they confront a "seething" Kaptain K. Rool. Donkey Kong is found bound in chains.]]
[[File:Rescue Croc Isle Illustration - Top of Keep.jpg|thumb|170px|Illustration showing Diddy, Dixie and Cranky at the top of [[K. Rool's Keep]], where they confront a "seething" Kaptain K. Rool. Donkey Kong is found bound in chains.]]
After leaving Krazy Kremland, the Kongs reach the "haunted" [[Gloomy Gulch]]. They encounter [[Kloak]] and [[Kackle]], the "spirits of the woods". The woods become filled with unnatural darkness and strong winds, which blow out the Kong's [[Flare Barrel]]. After leaving the woods and returning to daylight, they reach K. Rool's Keep. They overhear the Kremling guards saying that Donkey Kong is chained up at the top of the keep. Cranky Kong tricks one of the Kremling guards to leave his post, saying that he has Donkey Kong's banana hoard nearby. Diddy then jumps from a tree and attacks the guard using a [[Double Jump|double jump]]. Entering the fortress, the Kongs begin at [[Chain Link Chamber (Donkey Kong Country 2)|Chain-Link Chamber]]. They escape from [[Kannon]], and soon encounter a [[Klobber]] disguised as a barrel. Diddy Kong uses a [[Smoke-screen Barrel]], confusing Klobber who is sent rolling down a staircase. Higher in the keep, they are confronted by [[Krook]] and [[Kutlass]]. Diddy knocks Kutlass on the head, followed by a cartwheel attack. The Kongs swing Krook around while holding on to his hook, launching him far away.
After leaving Krazy Kremland, the Kongs reach the "haunted" [[Gloomy Gulch]]. They encounter [[Kloak]] and [[Kackle]], the "spirits of the woods". The woods become filled with unnatural darkness and strong winds, which blow out the Kong's [[Flare Barrel]]. After leaving the woods and returning to daylight, they reach K. Rool's Keep. They overhear the Kremling guards saying that Donkey Kong is chained up at the top of the keep. Cranky Kong tricks one of the Kremling guards to leave his post, saying that he has Donkey Kong's banana hoard nearby. Diddy then jumps from a tree and attacks the guard using a [[Double Jump|double jump]]. Entering the fortress, the Kongs begin at [[Chain Link Chamber (Donkey Kong Country 2: Diddy's Kong Quest)|Chain-Link Chamber]]. They escape from [[Kannon]], and soon encounter a [[Klobber]] disguised as a barrel. Diddy Kong uses a [[Smoke-screen Barrel]], confusing Klobber who is sent rolling down a staircase. Higher in the keep, they are confronted by [[Krook]] and [[Kutlass]]. Diddy knocks Kutlass on the head, followed by a cartwheel attack. The Kongs swing Krook around while holding on to his hook, launching him far away.


The Kongs reach [[Toxic Tower (Donkey Kong Country 2)|Toxic Tower]], which they must quickly climb to avoid rising "green goop". Making it to the top of the keep, they find Donkey Kong bound in chains. Kaptain K. Rool is nearby, who is described as a "coward" when he threatens to destroy the keep to prevent them from rescuing Donkey Kong. He sets off a smoke bomb, and climbs to his [[The Flying Krock|croc plane]]. Diddy and Dixie pursue K. Rool, while Cranky stays to free Donkey Kong using small explosive barrels. Dixie Kong uses her helicopter spin to lift her and Diddy, allowing them to pursue the croc plane. Entering the cockpit, Diddy uses a smoke-screen barrel to hide the bomb-release controls. He then uses a cartwheel attack to send K. Rool falling out of the plane, and into the shark-infested sea below. Diddy, who had taken flying lessons from [[Funky Kong]], safely lands the plane back on K. Rool's Keep, where Cranky and Donkey Kong were waiting. Cranky boasts about how the "youngsters" would never have done it without him. They all share a laugh as they fly back to Donkey Kong Island.
The Kongs reach [[Toxic Tower (Donkey Kong Country 2: Diddy's Kong Quest)|Toxic Tower]], which they must quickly climb to avoid rising "green goop". Making it to the top of the keep, they find Donkey Kong bound in chains. Kaptain K. Rool is nearby, who's described as a "coward" when he threatens to destroy the keep to prevent them from rescuing Donkey Kong. He sets off a smoke bomb, and climbs to his [[The Flying Krock|croc plane]]. Diddy and Dixie pursue K. Rool, while Cranky stays to free Donkey Kong using small explosive barrels. Dixie Kong uses her helicopter spin to lift her and Diddy, allowing them to pursue the croc plane. Entering the cockpit, Diddy uses a smoke-screen barrel to hide the bomb-release controls. He then uses a cartwheel attack to send K. Rool falling out of the plane, and into the shark-infested sea below. Diddy, who had taken flying lessons from [[Funky Kong]], safely lands the plane back on K. Rool's Keep, where Cranky and Donkey Kong were waiting. Cranky boasts about how the "youngsters" would never have done it without him. They all share a laugh as they fly back to Donkey Kong Island.
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[[Category:Books]]

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