Charge (Donkey Kong Country series): Difference between revisions

From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
(Go Go Go!)
Tag: Disambiguation links
 
m (→‎Donkey Kong Country Returns (3D / HD): moving the ground pound input conflict note to the end of its paragraph, also bad time to say this entire page is a Kong Roll copy right?)
Line 6: Line 6:
==History==
==History==
===''Donkey Kong Country Returns'' (''3D'' / ''HD'')===
===''Donkey Kong Country Returns'' (''3D'' / ''HD'')===
While riding Rambi, the player can use the inputs that trigger the [[Roll Attack|Barrel Roll]] and [[Cartwheel Attack]] to command Rambi to Charge. When Donkey Kong is riding Rambi, he slaps Rambi's side. This further means Rambi has to be moving to Charge, otherwise he [[Hand Slap|ground pound]]s. Charging has identical properties to the Kong Roll, so a single button press does not go that far but the length of a Charge can be extended with repeated inputs. Rambi can even [[Roll Jump]] out of a Charge.
While riding Rambi, the player can use the inputs that trigger the [[Roll Attack|Barrel Roll]] and [[Cartwheel Attack]] to command Rambi to Charge. When Donkey Kong is riding Rambi, he slaps Rambi's side. Charging has identical properties to the Kong Roll, so a single button press does not go that far but the length of a Charge can be extended with repeated inputs. Rambi can even [[Roll Jump]] out of a Charge. Note that as with the Kong Roll, Rambi has to be moving to Charge, otherwise he [[Hand Slap|ground pound]]s.


The primary difference between the Kong Roll and the Charge is that the Charge keeps Rambi's nigh invulnerability and other strengths, meaning all non-flaming enemies are defeated in one hit and that it can break rocks and [[Cracked Block]]s like Rambi normally does. Note that if Rambi Roll Jumps, then collides with enemies or objects from his sides or from above, the animation for swinging his horn cancels out the increased speed cap of the Roll Jump.
The primary difference between the Kong Roll and the Charge is that the Charge keeps Rambi's nigh invulnerability and other strengths, meaning all non-flaming enemies are defeated in one hit and that it can break rocks and [[Cracked Block]]s like Rambi normally does. Note that if Rambi Roll Jumps, then collides with enemies or objects from his sides or from above, the animation for swinging his horn cancels out the increased speed cap of the Roll Jump.

Revision as of 12:58, February 7, 2025

It has been requested that at least one image be uploaded for this article. Remove this notice only after the image(s) have been added.

Charge[1], also described generically as a dash[2], is a move that the Kongs can command Rambi to use while riding him. Rambi lowers his head and rushes forward, plowing through enemies and stone alike with his horn. It is equivalent to the Kong Roll, sharing a similar control scheme and properties. It can be used in Donkey Kong Country Returns, its Nintendo 3DS port, its Nintendo Switch port, and Donkey Kong Country: Tropical Freeze. It conceptually resembles the supercharge from Donkey Kong Country 2: Diddy's Kong Quest, which is bolstered by Donkey Kong Country: Tropical Freeze describing Charge as "supercharg[ing] Rambi".[1]

History

Donkey Kong Country Returns (3D / HD)

While riding Rambi, the player can use the inputs that trigger the Barrel Roll and Cartwheel Attack to command Rambi to Charge. When Donkey Kong is riding Rambi, he slaps Rambi's side. Charging has identical properties to the Kong Roll, so a single button press does not go that far but the length of a Charge can be extended with repeated inputs. Rambi can even Roll Jump out of a Charge. Note that as with the Kong Roll, Rambi has to be moving to Charge, otherwise he ground pounds.

The primary difference between the Kong Roll and the Charge is that the Charge keeps Rambi's nigh invulnerability and other strengths, meaning all non-flaming enemies are defeated in one hit and that it can break rocks and Cracked Blocks like Rambi normally does. Note that if Rambi Roll Jumps, then collides with enemies or objects from his sides or from above, the animation for swinging his horn cancels out the increased speed cap of the Roll Jump.

If the player dismounts Rambi while using Charge, be that through the input or by taking damage. Rambi continues to Charge for a short time. The charge continues to affect enemies, but not rocks.

The increased speed from Charge is key to Temple Topple and Smokey Peak, two levels with long sections of terrain that fall away after being stood on. Rambi in specific is necessary because several platforms are blocked by rocks that only Rambi can break.

Donkey Kong Country: Tropical Freeze

Rambi can Charge in this game as well. Levels continue to put the player under time pressure via collapsing platforms to enforce using Charge. Meltdown Mayhem introduces a wave of lava which similarly has to be outrun.

Profiles

Donkey Kong Country Returns

  • Instruction booklet description:
    • English:
      Shake the Wii Remote or Nunchuk while tilting the Control Stick left or right to charge Rambi forwards.[3]

Donkey Kong Country: Tropical Freeze

  • Instruction booklet description:
    • English:
      Supercharge Rambi, moving even faster than before. There are several things you can only destroy by dashing into them.[1]

References

  1. ^ a b c 2014. Donkey Kong Country: Tropical Freeze Wii U electronic manual (PDF). nintendo.com (American English). Page 15. Archived January 10, 2017, 15:38:28 UTC from the original via Wayback Machine. Retrieved February 7th, 2025.
  2. ^ "Press X Button/Y Button while moving to dash." – 2013. Donkey Kong Country Returns 3D digital instruction manual. Nintendo (English). Page 4.
  3. ^ 2010. Donkey Kong Country Returns manual. Nintendo of Europe (English). Page 22.