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{{articleabout|the game Donkey Kong Country|other uses of the name "Donkey Kong Country"|[[Donkey Kong Country (disambiguation)|here]]}}
{{about|the 1994 SNES game Donkey Kong Country|other uses of the name "Donkey Kong Country"|[[Donkey Kong Country (disambiguation)]]}}
:''"DKC" redirects here. For information about ''Donkey Kong Classics'', see [[Donkey Kong Classics|here]].''
{{redirect|DKC|the games with the same abbreviation|[[Donkey Kong Circus]] and [[Donkey Kong Classics]]}}
{{Infobox
{{game infobox
|image=[[File:DKC.jpg|250px]]
|image=[[File:Boxart dkc front.png|250px]]
|developer=[[Rare, Ltd.|Rareware]]
|developer=[[Rare]]ware
|publisher=[[Nintendo]]
|publisher=[[Nintendo]]
|released='''SNES'''<br>{{releasedate|Europe|November 24, 1994|USA|November 25, 1994|Japan|November 26, 1994}}<br>'''Game Boy Color'''<br>{{releasedate|USA|November 4, 2000|Europe|November 17, 2000|Japan|January 21, 2001}}<br>'''Game Boy Advance'''<br>{{releasedate|Europe|June 6, 2003|USA|June 9, 2003|Japan|December 12, 2003}}<br>'''Virtual Console'''<br>{{releasedate|Europe|December 8, 2006|Japan|December 12, 2006|USA|February 19, 2007|South Korea|May 26, 2008}}
|release='''SNES:'''<br>{{flag list|UK|November 18, 1994<ref>{{cite|deadlink=y|archive=web.archive.org/web/19980529161639/http://www.rare.co.uk/recent/games/dkc|title=''Donkey Kong Country''|publisher=Rarewhere|language=en-gb|accessdate=August 2, 2020}}</ref>|USA|November 21, 1994<ref>{{cite|url=www.youtube.com/watch?v=SbHL8-XkXMA|title=''Donkey Kong Country Commercial''|date=1994|accessdate=May 6, 2024}}</ref>|Europe|November 24, 1994<ref>https://www.nintendo.com/en-gb/Games/Super-Nintendo/Donkey-Kong-Country-276896.html</ref>|Japan|November 26, 1994<ref>{{cite|url=www.nintendo.co.jp/n02/shvc/8x|publisher=Nintendo (www.nintendo.co.jp)|language=Japanese|title=スーパードンキーコング}}</ref>|South Korea|1994<ref>{{cite|author= Dentifritz|date=|url=scanlines16.com/collection/super-donkey-kong-kor/|publisher=Scanlines16.com|title=Super Donkey Kong (KOR)|language=French|archive=archive.today/2024.06.06-194410/http://scanlines16.com/collection/super-donkey-kong-kor/|accessdate=June 6, 2024}}</ref>}}'''Virtual Console (Wii):'''<br>{{flag list|Australia|December 7, 2006|Europe|December 8, 2006|Japan|December 12, 2006|USA|February 19, 2007|South Korea|May 26, 2008}}'''Virtual Console (Wii U):'''<br>{{flag list|Europe|October 16, 2014|Australia|October 17, 2014|Japan|November 26, 2014|USA|February 26, 2015}}'''Virtual Console (New 3DS):'''<br>{{flag list|Japan|March 4, 2016|USA|March 24, 2016|Europe|March 24, 2016|Australia|March 25, 2016}}'''Super NES Classic Edition:'''<br>{{flag list|USA|September 29, 2017|Europe|September 29, 2017|Australia|September 30, 2017|Japan|October 5, 2017}}'''Super Nintendo Entertainment System - Nintendo Switch Online:'''<br>{{flag list|Japan|July 15, 2020<ref>{{cite|author=Nintendo 公式チャンネル|language=Japanese|date=July 8, 2020|url=youtu.be/5x9GgLNH4wA|title=ファミリーコンピュータ & スーパーファミコン Nintendo Switch Online 追加タイトル <nowiki>[2020年7月]</nowiki>|publisher=YouTube|accessdate=July 8, 2020}}</ref>|USA|July 15, 2020<ref>{{cite|author=Nintendo|date=July 8, 2020|url=youtu.be/0Hf_0OytL_c|title=NES & Super NES - July Game Updates - Nintendo Switch Online|publisher=YouTube|accessdate=July 8, 2020}}</ref>|Europe|July 15, 2020<ref>{{cite|author=@NintendoEurope|date=July 8, 2020|url=x.com/NintendoEurope/status/1280773675134922752?s=20|title="More #SuperNES and #NES games will arrive on 15/07 for #NintendoSwitchOnline members, including the 1994 classic #DonkeyKong Country!"|publisher=X|accessdate=July 8, 2020}}</ref>|Australia|July 15, 2020<ref>{{cite|author=NintendoAUNZ|date=July 12, 2020|url=x.com/NintendoAUNZ/status/1282208086602788866?s=20|title="More #SuperNES and #NES games will arrive on 15/07 for #NintendoSwitchOnline members, including the 1994 classic #DonkeyKong Country!"|publisher=X|accessdate=July 12, 2020}}</ref>|HK|July 15, 2020<ref>{{cite|url=www.nintendo.com.hk/hardware/switch/onlineservice/fc|title=Family Computer & Super Famicom - Nintendo Switch Online|publisher=Nintendo HK|accessdate=July 17, 2020}}</ref>|South Korea|July 15, 2020<ref>{{cite|url=www.nintendo.co.kr/switch/onlineservice/fc|title=NES & Super NES - Nintendo Switch Online (Shown in Copyrights)|publisher=Nintendo Korea|accessdate=July 17, 2020}}</ref>}}
|genre=Platformer
|languages={{languages|en_us=y|fr_fr=y|de=y|jp=y}}
|modes=1-2 players
|genre=[[Genre#Platform games|Platformer]]
|ratings={{ratings|esrb=K-A}}{{ratings|esrb=E}}
|modes=1–2 players
|platforms=[[Super Famicom]]/[[Super Nintendo Entertainment System]], [[Virtual Console]], [[Game Boy Advance]], [[Game Boy Color]]
|ratings='''Original release:'''{{ratings|esrb=K-A|acb=G}}'''Virtual Console:'''{{ratings|esrb=E|pegi=3|cero=A|usk=0}}
|media=32-megabit cartridge
|platforms=[[Super Famicom]]/[[Super Nintendo Entertainment System]], [[Virtual Console]] ([[Wii]], [[Wii U]], [[Nintendo 3DS#New Nintendo 3DS/New Nintendo 3DS XL|New 3DS]]), [[Classics#Super NES Classic Edition|Super NES Classic Edition]], [[Super Nintendo Entertainment System - Nintendo Switch Online]]
|requirements=
|format={{format|snes=1|wiidl=1|wiiudl=1|3dsdl=1|snesclassic=1|switchdl=1}}
|input={{input|snes=1|gbc=1|gba=1|classic=1|wiigcn=1}}
|input={{input|snes=1|classic=1|wiigcn=1|wiiuclassic=1|wiiupro=1|3ds=1|snesclassic=1|joy-con=1|joy-con-horizontal=1|switchpro=1|switchsnes=1|switchnes=1}}
|serials={{flag list|USA|SNS-8X-USA}}
}}
}}
'''''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 a 3D effect throughout the game. It is the first game in the [[Donkey Kong Country (series)|''Donkey Kong Country'' series]] and has 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]]'', and a [[Donkey Kong Country Competition Cartridge|rare competition variant]]. The game stars [[Donkey Kong]], along with his buddy and nephew, [[Diddy Kong]], in his debut, as the two travel across [[Donkey Kong Island]] in search for the [[Banana Hoard]].
{{quote|An incredible 3-D Adventure in [[Donkey Kong Island|The Kingdom of Kong]]!|Tagline}}
'''''Donkey Kong Country''''' is a side-scrolling [[Genre#Platform games|platform game]] for the [[Super Nintendo Entertainment System]] released in November 1994. It was developed by [[Rare]] and published by [[Nintendo]]. The game stars [[Donkey Kong]] and his sidekick [[Diddy Kong]], as the two travel across [[Donkey Kong Island]] to recover their [[banana hoard]], stolen by the [[Kremling]]s and their leader, [[King K. Rool]]. ''Donkey Kong Country'' introduced Donkey Kong's modern design, his supporting cast and enemies, setting, musical motifs, and the gameplay mechanics that would make recurring appearances in other games starring him, let alone spinoff games of the [[Super Mario (franchise)|''Super Mario'' franchise]] in general. A year later, the game received a sequel, ''[[Donkey Kong Country 2: Diddy's Kong Quest]]'', effectively starting the [[Donkey Kong Country (series)|''Donkey Kong Country'' series]].


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 other new elements. ''Donkey Kong Country'' was also released on the [[Wii]]'s [[Virtual Console]] in 2006 and 2007, being the same as the original version.
''Donkey Kong Country'' was a commercial success. Besides receiving a sequel, ''Donkey Kong Country'' had manga adaptations in both [[Super Mario (Kodansha manga)|Kodansha's ''Super Mario'' manga]] and ''[[Super Mario-kun]]''; a [[Donkey Kong Country (novel)|chapter book adaptation]]; a [[Donkey Kong Country (television series)|40-episode 3D animated series]]; a 13-minute long promotional VHS tape titled ''[[Donkey Kong Country: Exposed]]'';<ref>{{cite|url=youtube.com/watch?v=Rv_YCSbWP78|title=''DKC Exposed: The Making of Donkey Kong Country''|accessdate=October 5, 2019|publisher=Nintendo Power|date=1994}}</ref> and various merchandise. ''Donkey Kong Country'' was noted for using pre-rendered sprites that were converted from 3D CGI models on {{wp|Silicon Graphics}} workstations,<ref>{{cite|title=''Donkey Kong Country'' instruction booklet|page=32|publisher=Nintendo of America|date=1994}}</ref> inspiring future video games to do the same.{{ref needed}}


==Storyline==
The game was [[Donkey Kong Country (Game Boy Color)|remade]] for the [[Game Boy Color]] in 2000 and was also [[Donkey Kong Country (Game Boy Advance)|remade again]] for the [[Game Boy Advance]] in 2003. Both [[Reissue#Remakes|remake]]s each have added [[minigame]]s and the ability to save in the overworld. ''Donkey Kong Country'' was ported to the [[Wii]]'s [[Virtual Console]] in 2006/2007. On November 25, 2012, ''Donkey Kong Country'' and its sequels were delisted from the Wii Virtual Console, supposedly because of {{wp|Xbox Game Studios|Microsoft}} renegotiating licensing agreements with Nintendo before re-releasing it,<ref>{{cite|archive=web.archive.org/web/20151206044400/http://gimmegimmegames.com/2012/11/nintendo-removing-all-donkey-kong-country-games-from-virtual-console/|author=Femmel, Kevin|date=November 16, 2012|title="Nintendo removing all ''Donkey Kong Country'' games from Virtual Console"|publisher=Gimme Gimme Games|accessdate=May 6, 2024}}</ref> but on October 30, 2014, the games were relisted in Europe and Australia. Around that time, the games were released on the [[Wii U]]'s [[Virtual Console#Wii U|Virtual Console]] in Europe and Australia, in Japan on November 26, 2014, and in the United States and Canada on February 26, 2015. For handhelds, ''Donkey Kong Country'' was ported exclusively to the [[Nintendo 3DS#New Nintendo 3DS/New Nintendo 3DS XL|New Nintendo 3DS]]'s [[Virtual Console#Nintendo 3DS|Virtual Console]] in March 2016. It is one of the 21 games included on the [[Classics#Super NES Classic Edition|Super NES Classic Edition]] and was made available on [[Super Nintendo Entertainment System - Nintendo Switch Online]] for the [[Nintendo Switch]] on July 15, 2020.
During a stormy night on Donkey Kong Island, Diddy Kong is told by Donkey Kong to guard his Banana Hoard for his "hero training" until midnight, when Diddy Kong takes over his job. While watching for predators beneath the darkness, that young monkey becomes attacked by a [[Krusha]]. The villain traps the monkey inside a [[DK Barrel]] and steals the Banana Hoard along with the other Kremlings, dropping a fruit trail on the way. Next morning, a loud calling of Donkey Kong's name wakes Donkey Kong. Realizing that he has slept through his watch, the big ape quickly exits his treehouse, only to find Cranky Kong, who tells him hints about the Kremlings stealing the hoard. Donkey Kong soon realizes that both his Banana Hoard and Diddy Kong are missing and sets out to find them. After finding Diddy in a barrel, both Donkey and Diddy head out to find the stolen Banana Hoard.<ref>''Donkey Kong Country Instruction Booklet'', Nintendo, 1994, p. 4-7</ref>


[[File:G0bananas65.png|thumb|left|200px|Donkey Kong celebrating the recovery of his Banana Hoard.]]
In 1995, a specialized competition variant named ''[[Donkey Kong Country Competition Cartridge]]'' was manufactured for use in various video game tournaments held throughout 1995. After that, the few existing cartridges were sold in a ''[[Nintendo Power]]'' subscriber catalogue.
On their travels, the two heroes tread through deep jungles, mines, forests, temples, snowy mountains, caves, and several other regions of the island, fighting many enemies and bosses on the way. With assistance from [[Cranky Kong|Cranky]], [[Funky Kong|Funky]], and [[Candy Kong]], the monkeys eventually reach a large ship known as the [[Gangplank Galleon]], where they meet the Kremling Krew's leader, King K. Rool. The Kongs soon "defeat" the foe, only to find the king to get back up and fight with a new set of attacks. However, the duo manages to bring him down a second time, this time defeating the crocodile once and for all. After King K. Rool's defeat, Cranky Kong congratulates the heroes, who then tells them to check the Banana Hoard. They do so, finding that the bananas have been returned.


In the Game Boy Advance remake of the game, a short cutscene is seen at the beginning of the game when DK's bananas are stolen and after King K. Rool's defeat, where Cranky, Funky, and Candy Kong congratulate the apes on their victory. King K. Rool soon recovers and forces them off the ship, sailing away.
==Story==
<br clear=all>
{{quote|I'll hunt them down through every part of my island, until I have every banana from my hoard back!!|Donkey Kong}}
During a stormy night on [[Donkey Kong Island]], Donkey Kong orders [[Diddy Kong|Diddy]] to guard his [[banana hoard]] for his "hero training" until midnight. While watching for predators beneath the darkness, Diddy hears noises outside. He nervously asks, "W-w-who goes there?!". An ominous voice tells the other to seal Diddy in a barrel, kick it into the bushes, and steal the bananas. Diddy gets ambushed by [[Kremling]]s, some of which he manages to defeat with his [[Cartwheel Attack]] until being overpowered by [[Klump]]. He seals Diddy in a [[DK Barrel]] and kicks it across the jungle. The Kremlings load the entire banana hoard onto their vehicles and carry them through the jungle, dropping behind trails of bananas.


==Gameplay==
The next morning, Donkey Kong wakes up by a loud calling of his name. Realizing that he slept through his watch, Donkey Kong quickly exits his tree house, only to find [[Cranky Kong]] outside. Cranky prompts Donkey Kong to check the [[banana hoard|banana cave]] for a "big surprise". Inside the cave, Donkey Kong finds out that all of his bananas were stolen, with only a few discarded peels lying around. Cranky mocks Donkey Kong for shirking his responsibility, noting that Diddy is also gone. Meanwhile, Donkey Kong is in disbelief over his stolen bananas and rages that the Kremlings stole all of them. Donkey Kong vows to bring payback upon the Kremlings and recover his banana hoard.  
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 Kong simply follows behind the other. If the hero in play is injured, he quickly runs off the screen, and the Kong behind him takes his place as the character in play. In cases like this, only one Kong is on the screen at the time, as the other is defeated. If the lone Kong is injured by an enemy, the player loses an [[Extra Life]] and must restart the level 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 a hero is freed from a DK Barrel, he heads to the back of the group behind the Kong in play and is not able to be controlled until the Kong in the lead is injured or if the player hits {{button|snes|select}} 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, and a DK Barrel appears at the corner of the screen instead when there is more than one Kong in the group. It should also be noted that the Kongs do not run off the screen in the Game Boy Color and Game Boy Advance remakes as they rather fall off the screen.
Cranky breaks the [[fourth wall]] by questioning why the "game idea" involves finding Diddy and rescuing bananas instead of a damsel in distress. Donkey Kong tells how Diddy wishes to be a video game hero like Donkey Kong. Cranky believes neither of them are suitable for being video game heroes, and he goes on to brag about his popularity during [[Donkey Kong (game)|the arcade era]]. Deeming the adventure "ridiculous", Cranky believes Donkey Kong would be lucky to even sell ten copies of the game. Donkey Kong gets mad at Cranky and insists on going on an adventure to save Diddy and recover the stolen bananas. Donkey Kong leaves and follows a trail of bananas along his way. Cranky briefly hesitates, but then follows after Donkey Kong. Cranky mumbles that Donkey Kong may need his help and further mentions that kids do not have respect for their elders anymore.<ref>{{cite|title=''Donkey Kong Country'' instruction booklet|page=4-7|date=1994|publisher=Nintendo of America|language=en-us}}</ref>


===Kong Abilities===
In the first level, Donkey Kong releases Diddy Kong, who tags along during the adventure. Together, the [[Kong]]s travel through various areas, including jungles, mines, forests, temples, snowy mountains, caves, and factories. With assistance from [[Cranky Kong|Cranky]], [[Funky Kong|Funky]], and [[Candy Kong]], the two Kongs eventually make it to the [[Gangplank Galleon]], where they are confronted by the Kremling Krew's leader, King K. Rool. After Donkey Kong and Diddy defeat King K. Rool, Cranky congratulates them and tells them to check the banana hoard. They do so, finding that the bananas have been returned.
[[File:DKCI4365.jpg|200px|thumb|Donkey Kong swings on a rope in the level, [[Ice Age Alley]].]]
{{br|left}}
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 heroes 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 characters can use this move by simply cartwheeling off a cliff and jumping in mid-air. This gives them both a longer jump to cross wider abysses.  


Other than jumping and cartwheeling, the Kongs can also use their climbing and swimming abilities to traverse levels. Climbing can only be done on ropes, which can swing the primates over gaps if they cling onto them. Some ropes are stationary, which means that the Kongs can take advantage of their climbing abilities on them to head up the rope to a higher area. Another move both Kongs can perform is their swimming ability which can only be done inside of the water in the underwater levels.
==Gameplay==
The game introduces the "tag-team" system, where Diddy and Donkey Kong follow each other throughout each level. However, the member in the front of the group is the Kong in play, so the other Kong simply follows behind the other. If the hero in play is injured, he quickly runs off the screen, and the Kong behind him takes his place as the character in play. In cases like this, only one Kong is on the screen at the time, as the other is defeated. If the lone Kong is injured by an enemy, the player loses an [[extra life]], forcing them to either restart altogether or from the [[Star Barrel]]. There is a [[DK Barrel]] from which a Kong can be freed. When a hero is freed from a DK Barrel, he heads to the back of the group behind the Kong in play and is not able to be controlled until the Kong in the lead is injured or if the player hits {{button|snes|A}} to switch characters. Then Donkey Kong hi-fives with Diddy and switches places, or vice versa.


[[File:BarrelRide65.jpg|thumb|200px|left|Diddy rides on a Steel Keg.]]
===Abilities===
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 [[Krusha]]s and [[Klump]]s. Donkey Kong is stronger and slower than him, and he also has his own unique move called [[Hand Slap]]. The Hand Slap move allows him to defeat enemies and find hidden objects in the ground or on treetops.  
[[File:Ice Age Alley.png|left|thumb|Donkey Kong swings on a rope in the level, [[Ice Age Alley]].]]
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 Kongs 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 characters can use this move by simply cartwheeling off a cliff and jumping in mid-air. This gives them both a longer jump to cross wider abysses. The Kongs can also use their climbing and swimming abilities to traverse levels. Climbing can only be done on ropes, which can swing the Kongs over gaps if they cling onto them. Some ropes are stationary, which means that the Kongs can take advantage of their climbing abilities on them to head up the rope to a higher area. Another move both Kongs can perform is their swimming ability which can only be done inside of the water in the underwater levels.


Another difference between the two Kongs 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 further than Diddy, making Donkey Kong more likely to hit enemies from another distance. If the primates throw a [[Steel Keg]] against a wall, they are able to jump on the barrel as it rolls back and balance on it.
Both Kongs also have some different abilities, as well as different stats. Diddy is faster and more agile than Donkey Kong, but he lacks the same strength struggles to defeat stronger enemies such as [[Krusha]]s and [[Klump]]s. Donkey Kong is stronger and slower than him, and he also has his own unique move called [[Hand Slap]]. The Hand Slap move allows him to defeat enemies and find hidden objects in the ground or on treetops.  


===Special Areas===
The Kongs pick up and throw barrels differently than one another. When Diddy Kong picks up barrels, he holds them in front 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 further than Diddy, making Donkey Kong more likely to hit enemies from another distance. If the primates throw a [[Steel Keg]] against a wall, they are able to jump on the barrel as it rolls back and balance on it.
[[File:CrankyCabin.png|200px|thumb|The special area, Cranky's Cabin.]]
The other members of the [[Kong Family]] clan in these special areas which assist Donkey and Diddy while they are adventuring.


*'''[[Cranky's Cabin]]''': This area is run by [[Cranky Kong]], who the heroes meet here to hear him talking about some random hints and random rambling about how the 8-bit era was better than the 36-bit era. There is one Cranky's Cabin in every world.
===Controls===
*'''[[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 Color remake, this area is replaced by Candy's Challenge where the monkeys have to go through a Bonus Level and collect a golden coin. In the Game Boy Advance remake of the game, the area is replaced by '''[[Candy's Dance Studio]]''', where Candy hosts a dance [[mini-game]], which can be won to earn collectibles.
{|class="wikitable dk" style="width:100%; text-align:center"
*'''[[Funky's Flights]]''': In this special area, the Kongs can meet [[Funky Kong]] and use his [[Jumbo Barrel]] to travel to any unlocked world. In the Game Boy Advance remakes, the area is replaced by '''[[Funky's Fishing]]''', where Funky hosts a fishing mini-game along with having the Jumbo Barrel. In the game, the Kongs must catch fish while riding on Enguarde to win prizes.
|-
 
!colspan=2 style="background:saddlebrown;color:white"|Basic controls
==Items and Objects==
|-
===Collectibles and Mechanisms===
!Action(s)
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.
!Controls [[File:SNES_Controller.png|40px]]
{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white"
|-
|-style="background:yellow;"
|style="background:#f5deb3"|Walk
!Image
|style="background:#f5deb3" rowspan=2|{{button|pad}}
!Name
|-
!Description
|style="background:#f5deb3"|Climb
|-
|style="background:#fff8dc"|Jump
|style="background:#fff8dc" rowspan=2|{{button|snes|B}}
|-
|style="background:#fff8dc"|Swim
|-
|style="background:#f5deb3"|Run
|style="background:#f5deb3"|Hold {{button|snes|Y}} + {{button|padleftright}}
|-
|style="background:#fff8dc"|[[Roll Attack]] (Donkey Kong)
|style="background:#fff8dc" rowspan=3|{{button|snes|Y}}
|-
|style="background:#fff8dc"|[[Cartwheel Attack]] (Diddy Kong)
|-
|style="background:#fff8dc"|Pick up
|-
|style="background:#f5deb3"|Throw
|style="background:#f5deb3"|Release {{button|snes|Y}}
|-
|style="background:#fff8dc"|[[Hand Slap]] (Donkey Kong)
|style="background:#fff8dc"|{{button|snes|Y}} + {{button|paddown}}
|-
|style="background:#f5deb3"|Midair jump
|style="background:#f5deb3"|Roll/cartwheel off a ledge then {{button|snes|B}}
|-
|style="background:#fff8dc"|Tag (with both Donkey Kong and Diddy Kong)
|style="background:#fff8dc" rowspan=2|{{button|snes|A}} / {{button|snes|select}}
|-
|style="background:#fff8dc"|Switch players (only in Two player team)
|-
|style="background:#f5deb3"|Dismount (while riding [[Animal Friends|Animal Friend]])
|style="background:#f5deb3"|{{button|snes|A}}
|-
|style="background:#fff8dc"|Pause game
|style="background:#fff8dc"|{{button|snes|start}}
|-
!colspan=3 style="background:saddlebrown;color:white"|Animal Friends
|-
!Action(s)
!Controls [[File:SNES_Controller.png|40px]]
|-
|style="background:#f5deb3"|Run ([[Rambi]])
|style="background:#f5deb3"|Hold {{button|snes|Y}} + {{button|padleftright}}
|-
|style="background:#fff8dc"|Horn attack (Rambi)
|style="background:#fff8dc"|Run into an enemy
|-
|style="background:#f5deb3"|Flap ([[Expresso]])
|style="background:#f5deb3"|{{button|snes|B}} in midair
|-
|style="background:#fff8dc"|Swim ([[Enguarde]])
|style="background:#fff8dc"|{{button|pad}}
|-
|-
| align="center" |[[File:BananaSprite65.png]]
|style="background:#f5deb3"|Stab (Enguarde)
![[Banana]]s
|style="background:#f5deb3" rowspan=2|{{button|snes|Y}} / {{button|snes|B}}
|These are the most common items in the game, and many appear in every level (excluding boss levels). They are very similar to [[coin]]s from the ''[[Mario (series)|Mario]]'' series, as collecting 100 of them gives the Kongs an extra life.
|-
|-
| align="center" |[[File:BunchoBanana65.png]]
|style="background:#f5deb3"|Dash (Enguarde)
![[Banana|Banana Bunch]]es
|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. Ten of these equal an Extra Life.
|-
|-
| align="center" |[[File:RambiToken65.PNG]]
|style="background:#fff8dc"|Jump ([[Winky]])
![[Animal Tokens]]
|style="background:#fff8dc"|{{button|snes|B}}
|These items are special tokens in the shape of the game's various Animal Buddies (excluding [[Squawks the Parrot|Squawks]]). If three of one kind is collected, the Kongs 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 minigame).
|-
|-
| align="center" |[[File:BalloonDKC65.PNG]]
!colspan=3 style="background:saddlebrown;color:white"|Menus & world map
![[Extra Life Balloon]]s
|Similar to [[1-Up Mushroom]]s from the ''Mario'' series, these balloons give the Kongs extra lives when collected. The balloons come in three different colors: Red, blue, and green. The red Extra Life Balloons grant the primates with one extra life, green Extra Life Balloons give them two lifes, and the rare blue Extra Life Balloons give them three lifes.
|-
|-
| align="center" |[[File:KONGDKC65.PNG]]
!Action(s)
![[K-O-N-G Letters]]
!Controls [[File:SNES_Controller.png|40px]]
|Four of these special objects are hidden in every level (excluding boss levels), and each letter put together spells the word "KONG." If the Kongs 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, then the O, then the N, and the letter G is found last. Additionally, letters much like the K-O-N-G Letters appear in certain Bonus Levels, where they must be hit in order to spell out a word.
|-
|-
| align="center" |[[File:RambiBarrelDKC65.PNG]]
|style="background:#f5deb3"|Select item
![[Animal Crate]]s
|style="background:#f5deb3" rowspan=2|{{button|pad}}
|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. In the Game Boy Color remake, the crates transform the monkeys into a certain Animal Buddy depending on the Animal Buddy's logo on the crate.
|-
|-
| align="center" |[[File:TireDKC65.PNG]]
|style="background:#f5deb3"|Move (world map)
![[Tire]]s
|Tires appear in many levels throughout the game, and they bounce the heroes to high areas. Half tires are stationary, while the other tires that are full can be pushed into different areas.
|-
|-
| align="center" |[[File:RopeDKC65.PNG]]
|style="background:#fff8dc"|Confirm
![[Rope]]s
|style="background:#fff8dc" rowspan=2|{{button|snes|B}} / {{button|snes|start}}
|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 primates can use them to cross the gaps. In [[Slipslide Ride]], blue and purple ropes appear that pull the heroes up and down automatically.
|-
|-
| align="center" |[[File:MineCartDKC65.PNG]]
|style="background:#fff8dc"|Enter level
![[Mine Cart]]s
|These rather uncommon objects are seen only in mine levels, and automatically begin to move on the track when entered. The Kongs 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.
|-
|-
| align="center" |[[File:FallingPlatformDKC65.PNG]]<br>[[File:PlatformDKC65.PNG]]
|style="background:#f5deb3"|Exit previously cleared level
![[Platform]]s
|style="background:#f5deb3"|{{button|snes|select}} while paused
|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 depending on the arrow point's direction symbol 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===
===Modes===
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.
When selecting a new file, the player can choose either single player or multiplayer; once the player selects a mode, they cannot change it unless they delete it and start a new one. In multiplayer, the first player controls Donkey Kong while the second player controls Diddy Kong. In multiplayer, if either Kong is hit, the other player must press a button to take over with their Kong. The game keeps a score for both players, to keep track of how many levels they have completed.
{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white"
{|class="wikitable dk" style="text-align:center"
|-style="background:yellow;"
|-
!Image
!Icon
!Name
!Title
!Description
!Description
|-
|-
| align="center" |[[File:BarrelDKC65.PNG]]
|[[File:DKC one player icon.png]]
![[Barrel|Regular Barrels]]
|'''One player'''
|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.
|A single player controls both Donkey Kong and Diddy Kong.
|-
|-
| align="center" |[[File:Firebarrel.gif]]
|[[File:DKC two player contest icon.png]]
![[Barrel Cannon]]s
|'''Two player contest'''
|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. Some may also move in a specific direction as first seen in [[Barrel Cannon Canyon]].
|Two players compete to finish the most levels. The first player's Kong duo are normal, while the second player's Kongs are both yellow.
|-
|-
| align="center" |[[File:StarBarrelDKC65.PNG]]
|[[File:DKC two player team icon.png]]
![[Star Barrel]]s
|'''Two player team'''
|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 heroes are both defeated anytime after breaking the barrel, they appear back in the area the Star Barrel last was when retrying the level.
|Two players cooperatively take turns playing through the levels. The first player controls Donkey Kong, while the second player controls Diddy. Players can change turns by switching the Kongs or by losing their Kong.
|}
 
==Characters==
===The Kongs===
There are a few Kongs who help Donkey Kong and Diddy Kong along their journey, and they each appear in one of the [[#Supporting location|supporting locations]].
{|class="wikitable dk" style="text-align:center"
!colspan=3 style="background:saddlebrown;color:white"|Playable
|-
|-
| align="center" |[[File:DKBarrelDKC65.PNG]]
!Sprite!!Character!!Summary
![[DK Barrel]]s
|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, except that they cannot roll on the ground.
|-
|-
| align="center" |[[File:TNTBarrelDKC65.PNG]]
|[[File:DK DKC sprite.png]]
![[TNT Barrel]]s
|[[Donkey Kong]]
|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 sensitive walls.  
|align=left|The main hero of the game, who has a hoard of bananas under his [[DK's Tree House|tree house]]. Donkey Kong is much stronger and heavier than his partner, Diddy Kong, and can therefore defeat more powerful enemies. He also has his own move, the [[Hand Slap]] which can defeat certain enemies and reveal hidden objects.  
|-
|-
| align="center" |[[File:SteelBarrelDKC65.PNG]]
|[[File:Diddy DKC sprite.png]]
![[Steel Keg]]s
|[[Diddy Kong]]
|Another common type of barrel. They can be used much like normal barrels, but are harder to break and are silver colored. They can roll into an unlimited amount of enemies and even bounce off walls without breaking. Because of this, the Kongs are able to perform their barrel rolling move on them.
|align=left|This young ape is the best friend of Donkey Kong and a hero in training who sets out with Donkey Kong to recover the Banana Hoard during the events of the game. For what Diddy lacks in strength is compensated by being faster than Donkey Kong. However, his light weight keeps him from being able to defeat more powerful enemies in a single jump.
|-
|-
| align="center" |[[File:SGBarrelDKC65.PNG]]
!colspan=3 style="background:saddlebrown;color:white"|Supporting
![[Stop and Go Barrels]]
|These uncommon barrels appear in [[Stop & Go Station]], where they are used to control the lights. Go Barrels make the lights illuminating the level green, while Stop Barrels make them red. Hitting the Stop Barrels also makes the [[Rockkroc]]s in the level stop moving when on STOP and begin to move again when the Stop & Go Barrel changes to GO.
|-
|-
| align="center" |[[File:OFF_and_ON_Barrels.PNG]]
|[[File:Candy Kong DKC sprite.png]]
![[Loopy Lights|Off and On Barrels]]
|[[Candy Kong]]
|These barrels only appear in Loopy Lights and act almost like [[Stop and Go Barrels]], except the barrels affect the lighting of the stage making it harder to maneuver.  
|align=left|The love interest of Donkey Kong, Candy runs [[Candy's Save Point|a shack]], where the player can save their game progress.
|-
|-
| align="center" |[[File:FuelBarrelsprite65.png]]
|[[File:Cranky Kong DKC sprite.png]]
![[Fuel Barrel]]s
|[[Cranky Kong]]
|These barrels only appear in the level, [[Tanked Up Trouble]], but are vital for the Kongs' survival. They are needed to provide fuel for the platforms used in the said level, which fall off the stage if not fueled up enough. Because they are so important, they are often placed in hard to reach places.
|align=left|Cranky Kong was the original Donkey Kong from the ''[[Donkey Kong (game)|Donkey Kong]]'' arcade game. This old ape resides in [[Cranky's Cabin]], where he gives the heroes random hints on how to complete the game. He is convinced that he is the best video game hero, and does not believe the apes can complete their adventure without his assistance.
|-
|-
| align="center" |[[File:JumboBarrelDKC65.PNG]]
|[[File:Funky Kong DKC sprite.png]]
![[Jumbo Barrel|Funky Barrel]]
|[[Funky Kong]]
|A type of Jumbo Barrel. The Funky Barrel can be entered in [[Funky's Flights]], where it flies the duo to any place in the island they have journeyed to. The heroes do not have to pay any fee to use it.
|align=left|Funky Kong operates a [[Funky's Flights|flight service]], where he allows Donkey Kong and Diddy to use his [[Jumbo Barrel]] to travel throughout areas of [[Donkey Kong Island]].
|}
|}


==Levels==
===The Good Guys===
[[File:DKIsland_DKC.png|thumb|200px|The overworld map.]]
The supporting Kongs are not the only ones to aid Donkey Kong and Diddy in their quest; the wildlife also help. Each [[Animal Friend]] is imprisoned within an [[animal crate]] depicting their likeness. The Kongs can only use the Animal Friends in certain levels, meaning that they do not go over with the Kongs into the next level. Each buddy has different abilities, as shown below.
''Donkey Kong Country'' features many levels in which the Kongs must successfully complete in order to reach the final boss, including boss levels. The levels are separated into worlds, such as the [[Kongo Jungle]], and each world features five to six levels and one boss stage. Every non-boss level is home to five or less [[Bonus Level]]s, which can optionally be found to finish the game 100%, or to simply collect extra goodies such as Banana Bunches. Unlike in the [[Mario]] series, the player does not have to traverse a whole boss level to reach the boss. They simply apear in the boss battle. Every level also has its own theme, or "environment." For example, levels such as [[Barrel Cannon Canyon]] are marked as "Jungle" levels, as they take place in a jungle.
 
{|class="wikitable dk" style="text-align:center"
!rowspan=2|Sprite!!rowspan=2|Character!!rowspan=2|Summary!!colspan=2|Stages
|-
!First!!Last
|-
|[[File:Rambi DKC sprite.png]]
|[[Rambi]]
|align=left|Rambi is able to ram into most enemies to defeat them, and he can also break entrances to hidden [[Bonus Level]]s along with sensitive walls.
|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|[[Manic Mincers]]
|-
|[[File:Enguarde DKC sprite.png]]
|[[Enguarde]]
|align=left|Exclusive to underwater stages, Enguarde's sharp bill can defeat most enemies along the way, which the Kongs cannot do alone.
|[[Coral Capers]]
|[[Poison Pond]]
|-
|[[File:Winky DKC sprite.png]]
|[[Winky]]
|align=left|Winky can defeat most enemies by jumping on them, including [[Zinger]]s, which damage the Kongs from this method. Winky also jumps very high, providing access to certain Bonus Levels and hidden areas. His high jumping function would be inherited by [[Rattly]] in ''[[Donkey Kong Country 2: Diddy's Kong Quest]]''.
|[[Winky's Walkway]]
|[[Rope Bridge Rumble]]
|-
|[[File:Expresso DKC sprite.png]]
|[[Expresso]]
|align=left|Expresso has the ability to dash through areas and glide downward.
|[[Temple Tempest]]
|[[Misty Mine]]
|-
|[[File:Squawks DKC sprite.png]]
|[[Squawks]]
|align=left|Squawks is the only non-rideable Animal Friend as well as the only without an Animal Token. 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.
|colspan=2|[[Torchlight Trouble]]
|}


Note that the following table lists the levels in the original order on the SNES version of the game.
===Enemies===
''Donkey Kong Country'' has a variety of enemies that try to defeat the Kongs throughout every level. Below shows the enemies' names, descriptions, and first and last level appearances.


{| border="1" cellspacing=0 cellpadding=2 align="center" style="background:whitesmoke" width=99%
{|class="wikitable dk" style="text-align:center"
! colspan=6 style="background:yellow" align=center | <big>Levels and Bonus Areas</big>
!colspan=5 style="background:saddlebrown;color:white"|The Bad Guys
|-
|-
! colspan=6 style="background:yellow" align=center | [[Kongo Jungle]]
|[[File:Army DKC sprite.png]]
|- style=background:yellow align=center
|[[Army]]
!colspan="3" width=5%|#
|align=left|An armadillo enemy who rolls up into a ball and charges at the Kongs to attack. Unlike Donkey, Diddy 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 jump attacks.
!rowspan="2" width=50%|Level
|[[Ropey Rampage]]
!rowspan="2" width=10%|Bonus Areas
|[[Platform Perils]]
!rowspan="2" width=35%|Type of Level
|-style="background:yellow" align="center"
!width=5%|SNES
!width=5%|GBC
!width=5%|GBA
|-
|-
|align="center" colspan="3" | 1 || align="center" | [[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]] || align="center" | 2 || align="center" | Jungle
|[[File:Gnawty.png]] [[File:Gnawty-brown-DKC.png]]
|[[Gnawty]]
|align=left|Regular and weak beaver enemies. Gnawtys simply walk around, trying to hit the Kongs. All attacks can defeat the gray variants. However, the brown Gnawties ride on [[Millstone]]s, protecting them from any attack.
|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|[[Platform Perils]]
|-
|-
|align="center" colspan="3" | 2 || align="center" | [[Ropey Rampage]] || align="center" | 2 || align="center" | Jungle
|[[File:Manky Kong DKC.png]]
|[[Manky Kong]]
|align=left|They were part of the Kong Family before being exiled. Manky Kongs attack by throwing an unlimited supply of barrels. Jumping and cartwheel attacks defeat them.
|[[Orang-utan Gang]]
|[[Loopy Lights]]
|-
|-
|align="center" colspan="3" | 3 || align="center" | [[Reptile Rumble]] || align="center" | 3 || align="center" | Cave
|[[File:Mini Necky DKC.png]]
|[[Mini-Necky]]
|align=left|Small vultures that spit nuts at the Kongs to attack. They sometimes fly up and down to shoot nuts to different areas. Any attack can defeat a Mini-Necky.
|[[Vulture Culture]]
|[[Elevator Antics]]
|-
|-
|align="center" colspan="3" | 4 || align="center" | [[Coral Capers]] || align="center" | 0 || align="center" | Coral
|[[File:Necky perched DKC.png]] [[File:Necky.png]]
|[[Necky]]
|align=left|Regular-sized vultures that either throw nuts when perched on high platforms or fly in place over large gaps, where they can be bounced on as platforms. Any attack can defeat a Necky.
|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|[[Platform Perils]]
|-
|-
|align="center" colspan="3" | 5 || align="center" | [[Barrel Cannon Canyon]] || align="center" | 2 || align="center" | Jungle
|[[File:Slippa DKC.png]]
|[[Slippa]]
|align=left|Red coral snakes that slither along the ground in cave areas. Any attack can defeat one.
|[[Reptile Rumble]]
|[[Misty Mine]]
|-
|-
|align="center" colspan="3" | 6 || align="center" | BOSS LEVEL: [[Very Gnawty|Very Gnawty's Lair]] || align="center" | 0 || align="center" | Boss Arena
|[[File:Zinger DKC.png]] [[File:Zinger-orange-DKC.png]] [[File:Zinger-pink-DKC.png]] [[File:Zinger-green-DKC.png]]
|[[Zinger]]
|align=left|Large wasps that fly all around certain areas. Their flight path often depends on the color of the Zinger: yellow moves vertically; orange moves horizontally; pink moves in a circular path; green moves in a u-shaped path. The only way to defeat Zingers is by hitting them with barrels or Animal Friends.
|[[Ropey Rampage]]
|[[Platform Perils]]
|-
|-
! colspan=6 style="background:yellow" align=center | [[Monkey Mines]]
!colspan=5 style="background:saddlebrown;color:white"align=center|'''The Aquatic Bad Guys'''
|- style=background:yellow align=center
!colspan="3" width=5%|#
!rowspan="2" width=50%|Level
!rowspan="2" width=10%|Bonus Areas
!rowspan="2" width=35%|Type of Level
|-style="background:yellow" align="center"
!width=5%|SNES
!width=5%|GBC
!width=5%|GBA
|-
|-
|align="center" colspan="3" | 7 || align="center" | [[Winky's Walkway]] || align="center" | 1 || align="center" | Walkway
|[[File:Bitesize.png]]
|[[Bitesize]]
|align=left|A piranha enemy that swims around in the water. Only Enguarde can defeat them.
|[[Coral Capers]]
|[[Poison Pond]]
|-
|-
|align="center" colspan="3" | 8 || align="center" | [[Mine Cart Carnage]] || align="center" | 0 || align="center" | Mines
|[[File:Chomps.png]]
|[[Chomps]]
|align=left|Large, green shark enemies that function the same as Bitesizes and their junior counterparts, but are larger. Only Enguarde can defeat them.
|[[Coral Capers]]
|[[Croctopus Chase]]
|-
|-
|align=center colspan=3 | 9 || align=center | [[Bouncy Bonanza]] || align=center | 3 || align=center | Cave
|[[File:Chomps Jr DKC sprite.png]]
|[[Chomps Jr.]]
|align=left|Small, blue shark creatures that behave like Bitesizes, aside from being slightly larger and faster. Only Enguarde can defeat them.
|[[Coral Capers]]
|[[Poison Pond]]
|-
|-
|align=center colspan=3 | 10 || align=center | [[Stop & Go Station]] || align=center | 2 || align=center | Mines
|[[File:Clambo DKC.png]]
|[[Clambo]]
|align=left|A clam that spits pearls across the area, usually from outskirts of the level. Clambos can throw multiple pearls at a time. They cannot be defeated.
|[[Coral Capers]]
|[[Clam City]]
|-
|-
|align=center colspan=3 | 11 || align=center | [[Millstone Mayhem]] || align=center | 3 || align=center | Ruins
|[[File:Croctopus-purple-DKC.png]] [[File:Croctopus.png]]
|[[Croctopus]]
|align=left|An octopus enemy that treads around underwater. The purple type moves in fixed patterns around blocks of coral reef. The blue type follows a set path, actively trying to hurt the Kongs. Croctopuses, like Clambos, cannot be defeated.
|[[Coral Capers]]
|[[Croctopus Chase]]
|-
|-
|align=center colspan=3 | 12 || align=center | BOSS LEVEL: [[Master Necky|Necky's Nuts]] || align=center | 0 || align=center | Boss Arena
|[[File:Squidge DKC.png]]
|[[Squidge]]
|align=left|Jellyfish-like creatures that swim up and down in zigzag lines. They can be defeated by Enguarde.
|[[Croctopus Chase]]
|[[Poison Pond]]
|-
|-
! colspan=6 style="background:yellow" align=center | [[Vine Valley (World)|Vine Valley]]
!colspan=5 style="background:saddlebrown;color:white"align=center|'''The Kremlings'''
|- style=background:yellow align=center
!colspan="3" width=5%|#
!rowspan="2" width=50%|Level
!rowspan="2" width=10%|Bonus Areas
!rowspan="2" width=35%|Type of Level
|-style="background:yellow" align="center"
!width=5%|SNES
!width=5%|GBC
!width=5%|GBA
|-
|-
| align=center colspan=3 | 13 || align=center | [[Vulture Culture]] || align=center | 3 || align=center | Forest
|[[File:Klaptrap DKC.png]] [[File:Klaptrap-purple-DKC.png]]
|[[Klaptrap]]
|align=left|Small, four-legged Kremlings that walk back and fourth, attempting to bite the Kongs with their sharp teeth; because of this, the Kongs cannot damage Klaptrap from rolling or cartwheeling into them from the front. Purple Klaptraps jump at the same time as the Kongs.
|[[Stop & Go Station]]
|[[Loopy Lights]]
|-
|-
| align=center colspan=3 | 14 || align=center | [[Tree Top Town]] || align=center | 2 || align=center | Treetops
|[[File:Klump DKC sprite.png]]
|[[Klump]]
|align=left|A strong Kremling that wears some military gear. A Klump's helmet protects it from being jumped on by Diddy, unlike Donkey Kong, though the aforementioned Kong can still defeat a Klump with a cartwheel attack.
|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|[[Platform Perils]]
|-
|-
| align=center colspan=3 | 15 || align=center | [[Forest Frenzy]] || align=center | 2 || align=center | Forest
|[[File:Krash DKC.png]]
|[[Krash]]
|align=left|Kremlings that ride inside of [[Mine Cart]]s, on the same track as the Kongs, but in the opposite direction. The Kongs are left with no choice but to jump with the carts to avoid Krashes. A few Krashes wait in stationary mine carts, which the Kongs can hijack by defeating the Krash.
|[[Mine Cart Carnage]]
|[[Mine Cart Madness]]
|-
|-
| align=center colspan=2 | 16 || align=center | 18 || align=center | [[Temple Tempest]] || align=center | 2 || align=center | Ruins
|[[File:Kritter DKC green.png]] [[File:Kritter-blue-DKC.png]] [[File:Kritter-red-DKC.png]] [[File:Kritter-yellow-DKC.png]] [[File:Kritter-gray-DKC.png]]
|[[Kritter]]
|align=left|The normal species and grunt soldiers of the Kremling Krew, Kritters are one of the most basic enemies, similarly to Gnawties, so any attack can defeat them. The movement behavior of a Kritter is determined by its color: green simply walks forward; blue jumps while moving forward; brown jumps vertically, but does not move forward; yellow jumps left and right; and gray hops forward a few times before making a long jump.
|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|[[Loopy Lights]]
|-
|-
| align=center colspan=2 | 17 || align=center | 16 || align=center | [[Orang-utan Gang]] || align=center | 5 || align=center | Jungle
|[[File:Krusha DKC blue.png]] [[File:Krusha-gray-DKC.png]]
|[[Krusha]]
|align=left|Strong, muscular enemies unaffected by all of Diddy's regular attacks. Donkey Kong can defeat the blue Krushas only by jumping on it. Krusha laughs off any attack it is unaffected by. Gray Krushas are resistant to even Donkey Kong's normal attacks, but they can still be defeated by barrels.
|[[Millstone Mayhem]]
|[[Platform Perils]]
|-
|-
| align=center colspan=2 | 18 || align=center | 17 || align=center | [[Clam City]] || align=center | 0 || align=center | Coral
|[[File:Rockkroc DKC sprite.png]]
|[[Rock Kroc]]
|align=left|A zombie-like Kremling that crouches into a ball shape when exposed to red light. While under a green light, Rock Krocs dash across areas and try to hit the Kongs. Because of their speed, they are considerably difficult to avoid when not under a red light, which can be triggered by hitting a Stop & Go Barrel.
|colspan=2|[[Stop & Go Station]]
|-
|-
| align=center colspan=3 | 19 || align=center | BOSS LEVEL: [[Queen B.|Bumble B. Rumble]] || align=center | 0 || align=center | Boss Arena
!colspan=5 style="background:saddlebrown;color:white"align=center|'''Obstacles'''
|-
|-
! colspan=6 style="background:yellow" align=center | [[Gorilla Glacier]]
|[[File:Black Drum DKC.png]]
|- style=background:yellow align=center
|[[Black drum]]
!colspan="3" width=5%|#
|align=left|A drum obstacle that launches out an unlimited number of a certain enemy species, such as Slippas and Gnawties. Only a [[TNT Barrel|TNT Drum]] can destroy it.
!rowspan="2" width=50%|Level
|[[Winky's Walkway]]
!rowspan="2" width=10%|Bonus Areas
|[[Misty Mine]]
!rowspan="2" width=35%|Type of Level
|-style="background:yellow" align="center"
!width=5%|SNES
!width=5%|GBC
!width=5%|GBA
|-
|-
| align=center colspan=3 | 20 || align=center | [[Snow Barrel Blast]] || align=center | 3 || align=center | Snow
|[[File:DKC Cannonball.png]]
|[[Cannonball]]
|align=left|Giant iron balls that fall across the screen sequentially when [[King K. Rool|K. Rool]] performs his floor-slam attack.
|colspan=2|[[Gang-Plank Galleon]]
|-
|-
| align=center colspan=3 | 21 || align=center | [[Slipslide Ride]] || align=center | 3 || align=center | Cave
|[[File:DKC Coconut small.png]] [[File:DKC Coconut big.png]]
|[[Coconut]]
|align=left|Projectiles that are either spit or thrown by the [[Necky]] family, either horizontally or in bouncing arcs.
|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|[[Necky's Revenge]]
|-
|-
| align=center colspan=2 | 22 || align=center | 23 || align=center | [[Ice Age Alley]] || align=center | 2 || align=center | Snow
|[[File:DKC Crownerang.png]]
|[[Crownerang]]
|align=left|K. Rool's crown, which he throws to attack, thought this renders him vulnerable to stomp attacks.
|colspan=2|[[Gang-Plank Galleon]]
|-
|-
| align=center colspan=2 | 23 || align=center | 22 || align=center | [[Croctopus Chase]] || align=center | 0 || align=center | Coral
|[[File:DKC Millstone.png]]
|[[Millstone]]
|align=left|Millstones are enormous invulnerable stone wheels ridden in by Gnawties.
|[[Millstone Mayhem]]
|[[Temple Tempest]]
|-
|-
| align=center colspan=2 | 24 || align=center | 25 || align=center | [[Torchlight Trouble]] || align=center | 2 || align=center | Cave
|[[File:Mincer.png]]
|[[Mincer]]
|align=left|A large, spiked tire obstacle that moves either in fixed patterns or remains still. They cannot be defeated by any attack.
|[[Torchlight Trouble]]
|[[Manic Mincers]]
|-
|-
| align=center colspan=2 | 25 || align=center | 24 || align=center | [[Rope Bridge Rumble]] || align=center | 2 || align=center | Treetops
|[[File:Oil Drum DKC.png]]
|[[Oil drum]]
|align=left|They are drum obstacle slightly wider than black drums. Oil drums release fire, either continually or at regular intervals. Only a TNT Barrel can destroy them.
|[[Torchlight Trouble]]
|[[Oil Drum Alley]]
|-
|-
| align=center colspan=3 | 26 || align=center | BOSS LEVEL [[Really Gnawty|Really Gnawty Rampage]] || align=center | 0 || align=center | Boss Arena
|[[File:DKC Pearl.png]]
|Pearl
|align=left|Projectiles spit by [[Clambo]]s in groups of one to five.
|[[Coral Capers]]
|[[Clam City]]
|}
 
===The Bosses===
There is a boss at the end of every world, and it guards a portion of the stolen bananas. Most bosses are a bigger version of a generic enemy. The bosses are listed below.
 
{|class="wikitable dk" style="text-align:center"
!#!!Sprite!!Boss!!World and stage!!Summary
|-
|-
! colspan=6 style="background:yellow" align=center | [[Kremkroc Industries, Inc.]]
|1
|- style=background:yellow align=center
|[[File:Very Gnawty DKC.png]]
!colspan="3" width=5%|#
|[[Very Gnawty]]
!rowspan="2" width=50%|Level
|[[Kongo Jungle]] - [[Very Gnawty's Lair]]
!rowspan="2" width=10%|Bonus Areas
|align=left|A giant Gnawty who jumps around, trying to hit the Kongs. It must be jumped on five times to defeat. With each hit, Very Gnawty moves faster.
!rowspan="2" width=35%|Type of Level
|-style="background:yellow" align="center"
!width=5%|SNES
!width=5%|GBC
!width=5%|GBA
|-
|-
| align=center colspan=3 | 27 || align=center | [[Oil Drum Alley]] || align=center | 4 || align=center | Factory
|2
|[[File:Master Necky DKC.png]]
|[[Master Necky]]
|[[Monkey Mines]] - [[Necky's Nuts]]
|align=left|A giant Necky who creeps its head out of the four corners of the screen, spitting coconuts. He spits nuts faster when jumped on, but becomes defeated after being jumped on five times.
|-
|-
| align=center colspan=3 | 28 || align=center | [[Trick Track Trek]] || align=center | 3 || align=center | Walkway
|3
|[[File:Queen B DKC.png]] [[File:DKC Queen B. mad.png]]
|[[Queen B.]]
|[[Vine Valley (world)|Vine Valley]] - [[Bumble B. Rumble]]
|align=left|A giant Zinger who flies around the arena. When hit by a barrel, she turns red and invincible temporarily, rampaging up and down. After five hits, Queen B. is defeated.
|-
|-
| align=center colspan=2 | 29 || align=center | 30 || align=center | [[Elevator Antics]] || align=center | 3 || align=center | Cave
|4
|[[File:Really Gnawty DKC.png]]
|[[Really Gnawty]]
|[[Gorilla Glacier]] - [[Really Gnawty Rampage]]
|align=left|A boss who both acts like and resembles Very Gnawty. However, Really Gnawty is much faster, and he can jump much higher when angry. Like the previous three bosses, Really Gnawty is defeated after five hits.
|-
|-
| align=center colspan=2 | 30 || align=center | 29 || align=center | [[Poison Pond]] || align=center | 0 || align=center | Coral
|5
|[[File:Dumb Drum.png]]
|[[Dumb Drum]]
|[[Kremkroc Industries Inc.]] - [[Boss Dumb Drum]]
|align=left|A giant black drum that tries to crush the Kongs before spawning a few of an enemy species, in order of: Kritters, Slippas, Klaptraps, Klumps, and Armys. Once all enemies are defeated, Dumb Drum explodes in defeat.
|-
|-
| align=center colspan=2 | 31 || align=center | 32 || align=center | [[Mine Cart Madness]] || align=center | 3 || align=center | Walkway
|6
|[[File:Master Necky Snr DKC.png]]
|[[Master Necky Snr.]]
|[[Chimp Caverns]] - [[Necky's Revenge]]  
|align=left|A boss similar to Master Necky except he spits coconuts much faster. Whenever he takes damages, Master Necky Snr. spits out more more of them during one session. After five hits, Master Necky Snr. is defeated.
|-
|-
| align=center colspan=2 | 32 || align=center | 31 || align=center | [[Blackout Basement]] || align=center | 2 || align=center | Factory
|7
|[[File:King K Rool DKC sprite.png]]
|[[King K. Rool]]
|[[Gang-Plank Galleon]]
|align=left|The king of the Kremlings, K. Rool is the final boss and the one who stole the banana hoard. His attacks include throwing his crown, jumping on the Kongs, and causing cannonballs to rain down from above. While K. Rool is without his crown, the Kongs can jump on him to attack.
|}
 
==Items==
{|class="wikitable dk" style="text-align:center"
!width=12%|Sprite!!width=10%|Item!!Description
|-
|[[File:Banana DKC SNES.png]]
|[[Banana]]s
|align=left|The most common of the items, bananas are scattered throughout all levels except boss levels. They function exactly like [[coin]]s from the [[Super Mario (series)|''Super Mario'' series]], since collecting 100 of them can be collected for an [[extra life]].
|-
|-
| align=center colspan=3| 33 || align=center | BOSS LEVEL: [[Dumb Drum|Boss Dumb Drum]] || align=center | 0 || align=center | Boss Arena
|[[File:Banana Bunch DKC SNES.png]]
|[[Banana Bunch]]es
|align=left|Each is worth ten Bananas when collected, making them similar to the [[10 Coin]].
|-
|-
! colspan=6 style="background:yellow" align=center | [[Chimp Caverns]]
|[[File:DKC Giant Banana.png]]
|- style=background:yellow align=center
|[[Giant Banana|Giant banana]]s
!colspan="3" width=5%|#
|align=left|A giant banana is held by each boss. Claiming one marks the completion of one of the game's worlds.
!rowspan="2" width=50%|Level
!rowspan="2" width=10%|Bonus Areas
!rowspan="2" width=35%|Type of Level
|-style="background:yellow" align="center"
!width=5%|SNES
!width=5%|GBC
!width=5%|GBA
|-
|-
|align="center" colspan="3" | 34 || align="center" | [[Tanked Up Trouble]] || align="center" | 1 || align="center" | Walkway
|[[File:Enguarde Token Sprite SNES.png]] [[File:Expresso Token Sprite SNES.png]] [[File:Rambi Token Sprite SNES.png]] [[File:Winky Token Sprite SNES.png]]
|[[Animal token]]s
|align=left|Special tokens designed in the likeness of every Animal Friend except [[Squawks]]. If three of one kind is collected, the Kongs are taken to a bonus area where they must collect many smaller Animal Tokens with the same Animal Friend as the one carved in the collected tokens.
|-
|-
|align="center" colspan="3" | 35 || align="center" | [[Manic Mincers]] || align="center" | 3 || align="center" | Cave
|[[File:DKC Mini Animal Token Enguarde.png]] [[File:DKC Mini Animal Token Expresso.png]] [[File:Mini Animal Token.png]] [[File:DKC Mini Animal Token Winky.png]]
|[[Mini Animal Token]]s
|align=left|Hundreds of them fill the Animal Friend bonus stages. An extra life is earned for every one hundred of them collected.
|-
|-
|align="center" colspan="3" | 36 || align="center" | [[Misty Mine]] || align="center" | 2 || align="center" | Mines
|[[File:DKC Big Animal Token Enguarde.png]] [[File:DKC Big Animal Token Expresso.png]]<br>[[File:DKC Big Animal Token Rambi.png]] [[File:DKC Big Animal Token Winky.png]]
|[[Big Animal Token]]s
|align=left|A single Big Animal Token is hidden in each of the Animal Friend-themed bonus stages. Collecting it doubles the held amount of Mini Animal Tokens.
|-
|[[File:Red Balloon DKC SNES.png]] [[File:Green Balloon DKC SNES.png]] [[File:Blue Balloon DKC SNES.png]]
|[[Red Balloon|Donkey]] [[Green Balloon|Kong]] [[Blue Balloon|Balloon]]s
|align=left|Directly copying [[1-Up Mushroom]]s from the [[Super Mario (series)|''Super Mario'' series]], Donkey Kong Balloons give an extra life when collected. The balloons appear in red, blue, and green colors The red type rewards only an extra life; the green type rewards two lives; and the rare blue Extra Life Balloons rewards three lives, just as the [[3-Up Moon]] does in ''[[Super Mario World]]''.
|-
|[[File:Letter K DKC.png]] [[File:Letter O DKC.png]] [[File:Letter N DKC.png]] [[File:Letter G DKC.png]]
|[[KONG Letters|K-O-N-G Letters]]
|align=left|Four of these special objects are hidden in all stages except boss stages, and each letter put together spells the word "KONG." If the Kongs 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, then the O, then the N, and the letter G is found last. Certain Bonus Levels involve spelling out a word with letters that resemble the K-O-N-G Letters.
|}
 
==Objects==
===Mechanisms===
{|class="wikitable dk" style="text-align:center"
!width=15%|Sprite!!width=10%|Mechanism!!Description
|-
|-
|align="center" | - || align="center" | 37 || align="center" | - || align="center" | [[Necky Nutmare]] || align="center" | 1 || align="center" | Cave
|[[File:EnguardeCrate.png]] [[File:ExpressoCrate.png]] [[File:Rambi Crate DKC SNES.png]] [[File:SquawksCrateDKC.png]] [[File:WinkyCrate.png]]
|[[Animal crate]]s
|align=left|Somewhat common crates that contain Animal Friends. They appear in certain levels, and sometimes also in Bonus Levels The type of Animal Friend freed from the crate depends on which one is pictured.
|-
|-
|align="center" | 37 || align="center" | 38 || align="center" | 37 || align="center" | [[Loopy Lights]] || align="center" | 2 || align="center" | Mines
|[[File:DKC Arrow Sign.png]]
|[[Arrow Sign]]s
|align=left|These signs indicate the Kongs are approaching the end of a stage.
|-
|-
|align="center" | 38 || align="center" | 39 || align="center" | 38 || align="center" | [[Platform Perils]] || align="center" | 2 || align="center" | Walkway
|[[File:DKC Elevator stone 1.png]] [[File:DKC Elevator stone 2.png]] [[File:DKC Elevator ruins.png]] [[File:DKC Elevator basin.png]]<br>[[File:Platform DKC.png]] [[File:DKC Elevator track 1.png]] [[File:DKC Elevator track 2.png]]<br>[[File:Falling Platform DKC.png]] [[File:DKC Elevator arrow side.png]] [[File:DKC Elevator arrow up.png]]
|[[Lift|Elevator]]s
|align=left|Lifts vary in function: Some are stationary; some move back and forth over gaps; and some move vertically. In later levels, there are platforms with an arrow on them, and stepping on it takes the Kongs in the direction the arrow is pointed. There are certain moving platforms in Tanked Up Trouble, and these run on fuel canisters.
|-
|-
|align="center" | 39 || align="center" | 40 || align="center" | 39 || align="center" | BOSS LEVEL: [[Master Necky Snr.|Necky's Revenge]] || align="center" | 0 || align="center" | Boss Arena
|[[File:DKC Exit Sign.png]]
|[[Exit]]s
|align=left|These signs indicate the Kongs have reached the end of a stage.
|-
|-
! colspan=6 style="background:yellow" align=center | [[Gangplank Galleon]]
|[[File:Mine Cart DKC.png]] [[File:DKC Mine Cart tipped.png]]
|- style=background:yellow align=center
|[[Mine Cart]]s
!colspan="3" width=5%|#
|align=left|Mine Carts appear only in two levels. They automatically begin to move on the track when entered. The Kongs can jump with the Mine Cart to go over obstacles, especially pits and [[Krash]]es
!rowspan="2" width=50%|Level
!rowspan="2" width=10%|Bonus Areas
!rowspan="2" width=35%|Type of Level
|-style="background:yellow" align="center"
!width=5%|SNES
!width=5%|GBC
!width=5%|GBA
|-
|-
|align="center" | 40 || align="center" | 41 || align="center" | 40 || align="center" | BOSS LEVEL: [[Gangplank Galleon]] || align="center" | 0 || align="center" | Boss Arena
|[[File:Rope DKC.png]]
|[[Rope]]s
|align=left|Ropes can be climbed up and down on to progress. Most of them swing over wide pits so that the Kongs can get across. [[Slipslide Ride]] uniquely has blue and purple ropes that move the Kongs up and down, respectively.
|-
|-
|[[File:Tire DKC.png]] [[File:Tire light DKC sprite.png]] [[File:Tire half DKC.png]] [[File:Tire light DKC sprite 2.png]]
|[[Tire (object)|Tire]]s
|align=left|Tires appear in many levels and bounce the Kongs high up. Half tires are stuck in the ground, whilst whole tires can be pushed around.
|}
|}


==Characters==
===Barrels===
===Playable Characters===
Many different barrels appear throughout this game, each having a different purpose and use. Below shows these uses on the barrels.
The game features two playable characters who try to return the Banana Hoard. Below are these two characters and a description on them.
 
{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white"
{|class="wikitable dk" style="width:100%;text-align:center"
|-style="background:yellow;"
!colspan=3 style="background:saddlebrown;color:white"|Playable
!Image
|-
!Name
!Sprite!!Barrel!!Summary
!Description
|-
|[[File:Barrel DKC.png]]
|[[Barrel|Regular Barrel]]s
|align=left|Very common barrels with steel rings. They can not only be thrown at enemies, but also roll upon hitting the ground, up until hitting an enemy or hitting a breakable wall.
|-
|[[File:Vine Barrel DKC.png]]
|[[Vine Barrel]]s
|align=left|They are just like regular barrels except they break instantly when hitting with the ground instead of rolling.
|-
|[[File:DK Barrel DKC.png]]
|[[DK Barrel]]s
|align=left|Either one or a few of these barrels appear in every stage. If one of the Kongs is missing, the current Kong can break one of these barrels to return their partner. However, DK Barrels only appear in certain parts of the level. If both Kongs are available, the DK Barrel functions exactly like a Vine Barrel.
|-
|[[File:Steel Keg DKC.png]]
|[[Iron Barrel|Steel keg]]s
|align=left|Durable, silver colored barrels made of steel. Steel kegs can roll into an unlimited number of enemies in its path without breaking and bounce off of walls. It is possible ride on top of a steel keg.
|-
|[[File:TNT Barrel DKC.png]]
|[[TNT Barrel|TNT Drum]]s
|align=left|Barrels that explode upon being thrown. They can destroy enemies, including [[Krusha]]s, and break through sensitive walls.
|-
!colspan=5 style="background:saddlebrown;color:white"align=center|'''Enterable barrels'''
|-
|[[File:Barrel Cannon DKC sprite.png]]
|[[Barrel Cannon]]s
|align=left|They can shoot the Kongs over gaps or to other Barrel Cannons. Some may also move in a specific direction as first seen in [[Barrel Cannon Canyon]].
|-
|[[File:Blast Barrel DKC sprite.png]]
|[[Blast Barrel]]s
|align=left|Barrel Cannons that automatically fires the Kongs when entered, and some Blast Barrels send them to a [[bonus room]] or near the end of the level.
|-
|[[File:Jumbo Barrel DKC.png]]
|[[Jumbo Barrel]]
|align=left|It can be rented on the world map from [[Funky's Flights]] and fly the Kongs around to any place they have visited.
|-
|[[File:Star Barrel DKC.png]]
|[[Star Barrel|Save barrel]]
|align=left|Found only at [[Candy's Save Point]], jumping into the save barrel saves the game progress.
|-
!colspan=5 style="background:saddlebrown;color:white"align=center|'''Triggerable barrels'''
|-
|[[File:Star Barrel DKC.png]]
|[[Star Barrel|Continue Barrel]]s
|align=left|One appears around the middle point of every stage, excluding boss stages. They are a [[checkpoint]], so if the player loses a life, they can restart from where the Star Barrel is located.
|-
|[[File:Barrel DKC.png]]
|{{conjectural|[[Roulette Barrel]]s}}
|align=left|Roulette Barrels float in groups in the air of certain [[bonus room]]s. In some challenges, they switch between displaying different items that stop when touched, and as such need matched (or in some cases spell the word "KONG"), or they may switch a Donkey Kong Balloon around in a shell game-type manner where the final location must be guessed.
|-
|[[File:Stop Barrel.png]] [[File:Go Barrel.png]]
|[[Stop & Go Barrel]]s
|align=left|These barrels appear only in [[Stop & Go Station]], where they are used to control the lights. Go Barrels make the lights illuminating the level green, while Stop Barrels make them red. Hitting the Stop Barrels also makes the [[Rockkroc]]s in the level stop moving when on STOP and begin to move again when the Stop & Go Barrel changes to GO.
|-
|-
| align="center" |[[File:DKDKC65.PNG]]
|[[File:Off Barrel.png]] [[File:On Barrel.png]]
![[Donkey Kong]]
|[[On & Off Barrel|ON/OFF Barrel]]s
|The main hero of the game, who has a hoard of bananas under his [[Donkey Kong's Treehouse|treehouse]]. Donkey Kong is much stronger and heavier than his partner, Diddy Kong, and can therefore defeat more powerful enemies. He also has his own move, the [[Hand Slap]] which can defeat certain enemies and reveal hidden objects.  
|align=left|These barrels appear only in [[Loopy Lights]] and act almost like [[Stop and Go Barrels]], except the barrels affect the lighting of the stage.  
|-
|-
| align="center" |[[File:DiddyKDKC65.PNG]]
|[[File:DKC Fuel Barrel 1.png]] [[File:Fuel Barrel 3 dots DKC.png]] [[File:DKC Fuel Barrel 5.png]]
![[Diddy Kong]]
|[[Fuel Drum|Fuel canister]]s
|This young ape is a hero in training who sets out with Donkey Kong to recover the Banana Hoard during the events of the game. Although he is not as strong as his partner, he is a bit faster. However, his light weight keeps him from being able to defeat more powerful enemies in a single jump.
|align=left|These barrels appear only in [[Tanked Up Trouble]], where they provide fuel for the platforms, otherwise they will fall off of the stage.
|}
|}


===Supporting Characters===
==Supporting locations==
With the two playable to Kongs, there are also some non-playable apes who help them out in the game's [[Donkey Kong Country#Special Areas|special areas]]. The table below describes these helpers and names them.
Three other members of the Kong clan assist Donkey and Diddy while they are adventuring.


{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white"
{|class="wikitable dk" style="text-align:center"
|-style="background:yellow;"
!Screenshot!!Location!!Owner!!Summary
!Image
!Name
!Description
|-
|-
| align="center" |[[File:CandyKDKC65.png]]
|[[File:CrankyCabin.png|150px]]
![[Candy Kong]]
|[[Cranky's Cabin]]
|Known to be Donkey Kong's girlfriend, this Kong runs [[Candy's Save Point]] (or Candy's Challenge or [[Candy's Dance Studio]] in the Game Boy Advance version). She allows the Kongs to save their game in the SNES version, play a bonus mini-game in the Game Boy Color version, or performs in a dance contest with them in the Game Boy Advance remake.  
|[[Cranky Kong]]
|Cranky rambles a lot, complaining about how games were better in his heyday, while divulging level hints in the process.
|-
|-
| align="center" |[[File:CrankyKDKC65.PNG]]
|[[File:FunkyFlights DKC.png|150px]]
![[Cranky Kong]]
|[[Funky's Flights]]
|This old ape resides in [[Cranky's Cabin]], where he gives the heroes random hints on how to complete the game. He is convinced that he is the best video game hero, and does not believe the apes can complete their adventure without his assistance.
|[[Funky Kong]]
|align=left|The Kongs can rent the [[Jumbo Barrel]] and travel to any other area.
|-
|-
| align="center" |[[File:FunkyKDKC65.PNG]]
|[[File:CandySavePoint DKC.png|150px]]
![[Funky Kong]]
|[[Candy's Save Point]]
|Funky Kong runs [[Funky's Flights]] in the game's Super Nintendo and Game Boy Color version where he lends the Kongs his [[Jumbo Barrel]] to travel throughout areas of [[Donkey Kong Island]] or [[Funky's Fishing]] in the Game Boy Advance version where he still has the same place as he did in the previous versions just with an additional fishing challenge. He can be seen holding a green surfboard, while wearing a bandanna and a pair of sunglasses.
|[[Candy Kong]]
|align=left|The Kongs can jump into a [[Star Barrel|save barrel]] to save the player's progress.
|}
|}


===Animal Buddies===
==Levels==
The supporting 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 Kongs leave their helpers once they exit a level. Each buddy has different abilities, as shown below.
{{DKC map}}
''Donkey Kong Country'' features many levels that the Kongs have to complete before they can reach the boss stage within a [[world]], much like the sidescrolling games of the [[Super Mario (series)|''Super Mario'' series]]. Each world features five to six levels and one boss stage. Every non-boss level is home to possibly up to five [[Bonus Level]]s, which can optionally be found to finish the game 100%, or to simply collect extra goodies such as Banana Bunches. Every level also has its own theme, or "environment," such as jungles, caves, or factory. A head of either Donkey Kong or Diddy Kong appear on the location of every world and level, corresponding to the Kong who completed it. A Kritter head appears only on the next level or world that has not been completed yet.
 
Most levels have [[bonus room]]s in them, two or three on average. They allow the Kongs to collect items and prizes. Entering every bonus room is required to achieve 101% [[completion]].
{|class="wikitable dk"align="center"width=99%
!colspan=5 style="background:saddlebrown;color:white"align=center|<big>Levels</big>
|-


{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse; background:white"
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|white|Kongo Jungle}}
|-style="background:yellow;"
|-style=background:#D3D3D3 align=center
!Image
!width=5%|#
!Name
!width=35%|Level
!Description
!width=10%|Bonus rooms
!First Level Appearance
!width=30%|Type of level
!Last Level Appearance
!width=20%|Music theme
|-
|align="center"|1||align="center"|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]||align="center"|2||align="center"|Jungle||align="center"|[[DK Island Swing]]
|-
|-
| align="center" |[[File:RambiDKC.PNG]]
|align="center"|2||align="center"|[[Ropey Rampage]]||align="center"|2||align="center"|Jungle||align="center"|DK Island Swing
![[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 Level]]s along with sensitive walls.
| align="center"|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
| align="center"|[[Manic Mincers]]
|-
|-
| align="center" |[[File:EnguardeDKC.PNG]]
|align="center"|3||align="center"|[[Reptile Rumble]]||align="center"|3||align="center"|Cave||align="center"|Cave Dweller Concert
![[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 bill is able to defeat many enemies on the way.
| align="center"|[[Coral Capers]]
| align="center"|[[Poison Pond]]
|-
|-
| align="center" |[[File:WinkyDKC.PNG]]
|align="center"|4||align="center"|[[Coral Capers]]||align="center"|0||align="center"|Underwater||align="center"|Aquatic Ambiance
![[Winky the Frog]]
|Winky can defeat most enemies by jumping on them, some being ones that the monkeys cannot defeat by themselves, such as [[Zinger]]s. Winky also jumps very high, providing access to certain Bonus Levels and hidden areas. He is replaced by [[Rattly the Rattlesnake]] in ''Donkey Kong Country 2: Diddy's Kong Quest''.
| align="center"|[[Winky's Walkway]]
| align="center"|[[Rope Bridge Rumble]]
|-
|-
| align="center" |[[File:SquawksDKC.PNG]]
|align="center"|5||align="center"|[[Barrel Cannon Canyon]]||align="center"|2||align="center"|Jungle||align="center"|DK Island Swing
![[Squawks the Parrot]]
|Squawks is the only non-rideable Animal Buddy in the game along with the only one not having his own face on an Animal Token. 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.
| align="center"|[[Torchlight Trouble]]
| align="center"|[[Torchlight Trouble]]
|-
|-
| align="center" |[[File:ExpressoDKC.PNG]]
|align="center"|6||align="center"|BOSS LEVEL: [[Very Gnawty's Lair]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
![[Expresso the Ostrich]]
|Expresso has the ability to dash through areas at a fast pace because of his sneakers. He can also glide through the air temporarily, much like [[Dixie Kong]] can in later ''Donkey Kong Country'' installments. Enemies smaller than Expresso (such as [[Klaptrap]]s) can pass under his legs as well without injuring him.
| align="center"|[[Temple Tempest]]
| align="center"|[[Misty Mine]]
|-
|-
|}


===Enemies===
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|white|Monkey Mines}}
====Normal Enemies====
|-style=background:#D3D3D3 align=center
As with all other ''Donkey Kong'' platformers, ''Donkey Kong Country'' features many different kinds of enemies, who try to defeat the Kongs throughout every level. Below shows the enemies' names, descriptions, and first and last level appearances.
!width=5%|#
{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white"
!width=35%|Level
|-style="background:yellow;"
!width=10%|Bonus rooms
!Image
!width=30%|Type of level
!Name
!width=20%|Music theme
!Description
!First Level Appearance
!Last Level Appearance
|-
|-
| align="center" |[[File:TheArmy.PNG]]
|align="center"|7||align="center"|[[Winky's Walkway]]||align="center"|1||align="center"|Walkway||align="center"|Life in the Mines
![[Army]]
|An armadillo enemy who rolls up into a ball and charges at the Kongs to attack. Unlike Donkey, Diddy 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 jump attacks.
| align="center" |[[Ropey Rampage]]
| align="center" |[[Platform Perils]]
|-
|-
| align="center" |[[File:Bitesize.png]]
|align="center"|8||align="center"|[[Mine Cart Carnage]]||align="center"|0||align="center"|Minecart/Mineshaft||align="center"|Mine Cart Madness
![[Bitesize]]
|A piranha enemy that lives in water. They attack by simply swimming around in the water and into the monkey. These enemies can only be defeated by Enguarde the Swordfish.
| align="center" |[[Coral Capers]]
| align="center" |[[Poison Pond]]
|-
|-
| align="center" |[[File:Juniorsquirt.gif]]
|align="center"|9||align="center"|[[Bouncy Bonanza]]||align="center"|2||align="center"|Cave||align="center"|Cave Dweller Concert
![[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 and too can only be defeated by Enguarde.
| align="center" |[[Coral Capers]]
| align="center" |[[Poison Pond]]
|-
|-
| align="center" |[[File:Chomps.png]]
|align="center"|10||align="center"|[[Stop & Go Station]]||align="center"|2||align="center"|Mineshaft||align="center"|Misty Menace
![[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.
| align="center" |[[Coral Capers]]
| align="center" |[[Croctopus Chase]]
|-
|-
| align="center" |[[File:Clampbo.PNG]]
|align="center"|11||align="center"|[[Millstone Mayhem]]||align="center"|3||align="center"|Ruins||align="center"|Voices of the Temple
![[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. These enemies cannot be defeated in any way.
| align="center" |[[Coral Capers]]
| align="center" |[[Clam City]]
|-
|-
| align="center" |[[File:Croctopus.png]]
|align="center"|12||align="center"|BOSS LEVEL: [[Necky's Nuts]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
![[Croctopus]]
|An octopus enemy that quickly treads through water to hit the Kongs. 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. These enemies, like Clambos, cannot be defeated either.
| align="center" |[[Coral Capers]]
| align="center" |[[Croctopus Chase]]
|-
|-
| align="center" |[[File:Gnawty.png]]
 
![[Gnawty]]
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|white|Vine Valley (world)|Vine Valley}}
|A generic beaver enemy. Like Kritters, they are very common, but are weaker than most enemies. They simply walk around in ground levels and try to hit the monkeys. All signs of attacks can defeat them, along with all Animal Buddy attacks.
|-style=background:#D3D3D3 align=center
| align="center" |[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
!width=5%|#
| align="center" |[[Platform Perils]]
!width=35%|Level
!width=10%|Bonus rooms
!width=30%|Type of level
!width=20%|Music theme
|-
|-
| align="center" |[[File:KlaptrapDKC.PNG]]
|align="center"|13||align="center"|[[Vulture Culture]]||align="center"|3||align="center"|Forest||align="center"|Forest Frenzy
![[Klaptrap]]
|A small crocodile enemy that acts much like Gnawties. They simply walk back and fourth through ground levels except for the fact that these enemies try to bite the Kongs with their sharp teeth. Because of this, the primates are not able to attack them with a cartwheel attack from the front, and must instead jump on them. They can cartwheel to defeat them in the back however.
| align="center" |[[Stop & Go Station]]
| align="center" |[[Loopy Lights]]
|-
|-
| align="center" |[[File:Klumpy.PNG]]
|align="center"|14||align="center"|[[Tree Top Town]]||align="center"|2||align="center"|Treetops||align="center"|Treetop Rock
![[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.
| align="center" |[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
| align="center" |[[Platform Perils]]
|-
|-
| align="center" |[[File:KrashKlash.PNG]]
|align="center"|15||align="center"|[[Forest Frenzy]]||align="center"|2||align="center"|Forest||align="center"|Forest Frenzy
![[Krash]]
|A Kremling that only appears riding in mine carts. They ride on the Kongs' track and race toward them to attack. The heroes have no choice but to jump with the carts to avoid them. Sometimes, the Krashes wait in stationary mine carts, which the Kongs can take as their own if they defeat the foes and hijack the carts.
| align="center" |[[Mine Cart Carnage]]
| align="center" |[[Mine Cart Madness]]
|-
|-
| align="center" |[[File:KrittersDKC.PNG]]
|align="center"|16||align="center"|[[Temple Tempest]]||align="center"|2||align="center"|Ruins||align="center"|Voices of the Temple
![[Kritter]]
|The normal species of Kremlings that simply walk around ground levels to defeat the Kongs. Like Gnawties, they can be defeated by any attack.
| align="center" |[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
| align="center" |[[Loopy Lights]]
|-
|-
| align="center" |[[File:Krush.PNG]]
|align="center"|17||align="center"|[[Orang-utan Gang]]||align="center"|5||align="center"|Jungle||align="center"|DK Island Swing
![[Krusha]]
|A muscular crocodile enemy that cannot be defeated by any of Diddy Kong's normal attacks. While Donkey Kong can beat them with any sign of attack, Diddy cannot use jumping attacks so he must use barrels, cartwheel attacks, or an Animal Buddy to defeat them.
| align="center" |[[Millstone Mayhem]]
| align="center" |[[Platform Perils]]
|-
|-
| align="center" |[[File:DankyMong.PNG]]
|align="center"|18||align="center"|[[Clam City]]||align="center"|0||align="center"|Underwater||align="center"|Aquatic Ambiance
![[Manky Kong]]
|A strange ape enemy and a villainous Kong Family member that throws barrels at the Kongs to attack. They have an unlimited supply of barrels, and do not stop throwing the obstacles until defeated. Jumping and cartwheel attacks defeat them.
| align="center" |[[Orang-utan Gang]]
| align="center" |[[Loopy Lights]]
|-
|-
| align="center" |[[File:Mincer.PNG]]
|align="center"|19||align="center"|BOSS LEVEL: [[Bumble B. Rumble]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
![[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.
| align="center" |[[Torchlight Trouble]]
| align="center" |[[Manic Mincers]]
|-
|-
| align="center" |[[File:MinineckDKC.PNG]]
 
![[Mini-Necky]]
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|white|Gorilla Glacier}}
|A little vulture enemy there are, as their name states, the miniature forms of Neckies. These enemies spit nuts at the Kongs to attack. Sometimes, they fly up and down to shoot nuts to different areas. They can be defeated by any attack.
|-style=background:#D3D3D3 align=center
| align="center" |[[Vulture Culture]] (SNES and GBA versions)<br>[[Winky's Walkway]] (GBC version)
!width=5%|#
| align="center" |[[Elevator Antics]] (SNES and GBA versions)<br>[[Necky Nutmare]] (GBC version)
!width=35%|Level
!width=10%|Bonus rooms
!width=30%|Type of level
!width=20%|Music theme
|-
|-
| align="center" |[[File:Necky.png]]
|align="center"|20||align="center"|[[Snow Barrel Blast]]||align="center"|3||align="center"|Snow||align="center"|Northern Hemispheres
![[Necky]]
|A normal vulture enemy that throws nuts at the Kongs from high platforms or fly in place over large gaps, where they can be used as platforms to bounce on. Any attack can defeat these bird foes.
| align="center" |[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
| align="center" |[[Platform Perils]]
|-
|-
| align="center" |[[File:DrumOil.PNG]]
|align="center"|21||align="center"|[[Slipslide Ride]]||align="center"|3||align="center"|Ice cave||align="center"|Ice Cave Chant
![[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.
| align="center" |[[Winky's Walkway]]
| align="center" |[[Misty Mine]] (SNES and GBA versions)<br>[[Necky Nutmare]] (GBC version)
|-
|-
| align="center" |[[File:Rockkrock.PNG]]
|align="center"|22||align="center"|[[Ice Age Alley]]||align="center"|2||align="center"|Snow||align="center"|Northern Hemispheres
![[Rockkroc]]
|A zombie-like Kremling that, when exposed to a red light, crouches into a ball, making itself 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 a red light, which can be triggered by hitting a Stop Barrel. These enemies cannot be defeated
| align="center" |[[Stop and Go Station]]
| align="center" |[[Stop and Go Station]]
|-
|-
| align="center" |[[File:MilkSlippa.PNG]]
|align="center"|23||align="center"|[[Croctopus Chase]]||align="center"|0||align="center"|Underwater||align="center"|Aquatic Ambiance
![[Slippa]]
|A common snake enemy that slithers through cave levels and other ground areas. Like some other enemies, they hurt the heroes when touched, but can be defeated by any attack.
| align="center" |[[Reptile Rumble]]
| align="center" |[[Misty Mine]]
|-
|-
| align="center" |[[File:JellySquidge.PNG]]
|align="center"|24||align="center"|[[Torchlight Trouble]]||align="center"|2||align="center"|Cave||align="center"|Cave Dweller Concert
![[Squidge]]
|-
|A jellyfish type enemy that swims up and down through underwater areas in zigzag lines. They hurt the Kongs when touched, and cannot be defeated by any attack except those used by Enguarde.
|align="center"|25||align="center"|[[Rope Bridge Rumble]]||align="center"|2||align="center"|Treetops||align="center"|Treetop Rock
| align="center" |[[Croctopus Chase]]
|-
| align="center" |[[Poison Pond]]
|align="center"|26||align="center"|BOSS LEVEL: [[Really Gnawty Rampage]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
|-
|-
| align="center" |[[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 or Animal Buddies. Red ones can only be defeated by TNT Barrels.
| align="center" |[[Ropey Rampage]]
| align="center" |[[Platform Perils]]
|}


====Bosses====
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|white|Kremkroc Industries, Inc.}}
A boss is found at the end of every 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 and requires more work to defeat. Below lists these bosses in order of appearance and gives a brief description on them.
|-style=background:#D3D3D3 align=center
!width=5%|#
!width=35%|Level
!width=10%|Bonus rooms
!width=30%|Type of level
!width=20%|Music theme
|-
|align="center"|27||align="center"|[[Oil Drum Alley]]||align="center"|4||align="center"|Factory||align="center"|Fear Factory
|-
|align="center"|28||align="center"|[[Trick Track Trek]]||align="center"|3||align="center"|Walkway||align="center"|Life in the Mines
|-
|align="center"|29||align="center"|[[Elevator Antics]]||align="center"|3||align="center"|Cave||align="center"|Cave Dweller Concert
|-
|align="center"|30||align="center"|[[Poison Pond]]||align="center"|0||align="center"|Underwater||align="center"|Aquatic Ambiance
|-
|align="center"|31||align="center"|[[Mine Cart Madness]]||align="center"|3||align="center"|Minecart/Walkway||align="center"|Mine Cart Madness
|-
|align="center"|32||align="center"|[[Blackout Basement]]||align="center"|2||align="center"|Factory||align="center"|Fear Factory
|-
|align="center"|33||align="center"|BOSS LEVEL: [[Boss Dumb Drum]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
|-


{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;background:white"
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|white|Chimp Caverns}}
|-style="background:yellow;"
|-style=background:#D3D3D3 align=center
!Image
!width=5%|#
!Name
!width=35%|Level
!Description
!width=10%|Bonus rooms
!Level Appearance
!width=30%|Type of level
!width=20%|Music theme
|-
|-
| align="center" |[[File:VeryGnawty.PNG]]
|align="center"|34||align="center"|[[Tanked Up Trouble]]||align="center"|1||align="center"|Walkway||align="center"|Life in the Mines
![[Very Gnawty]]
|A giant Gnawty that jumps around, trying to hit the Kongs. It must be jumped on five times to defeat. Each time the foe is hit, it becomes angrier and faster than the next, making the battle progressively harder.
| align="center" |Very Gnawty's Lair
|-
|-
| align="center" |[[File:NeckyMaster.PNG]]
|align="center"|35||align="center"|[[Manic Mincers]]||align="center"|2||align="center"|Cave||align="center"|Cave Dweller Concert
![[Master Necky]]
|A giant Necky that creeps its head out of the four corners of the screen, spitting out nuts. The creature spits nuts faster when jumped on, but becomes defeated once Donkey or Diddy Kong jump on its head five times.
| align="center" |Necky's Nuts
|-
|-
| align="center" |[[File:ZingerQueen.PNG]]
|align="center"|36||align="center"|[[Misty Mine]]||align="center"|2||align="center"|Mineshaft||align="center"|Misty Menace
![[Queen B.]]
|A giant Zinger that flies around the room. When hit, Queen B. turns red and goes around the stage rampaging up and down and is temporarily invincible until returning to normal. She is often accompanied by several smaller Zingers when red in the Game Boy Advance remake, who protect her from all attacks until they are defeated. Her weak point is her stinger, which must be hit by several barrels to defeat her. She must be hit with [[barrel]]s five times to collapse.
| align="center" |Bumble B. Rumble
|-
|-
| align="center" |[[File:ReallyGnawty.PNG]]
|align="center"|37||align="center"|[[Loopy Lights]]||align="center"|2||align="center"|Mineshaft||align="center"|Misty Menace
![[Really Gnawty]]
|A foe that is very similar to Very Gnawty. However, it is much faster and has the ability to jump much higher when angry. In the Game Boy Advance remake, Really Gnawty performs one large jump after it is attacked, causing fragile stalagmites to fall from the ceiling and hurt the Kongs. When this boss is jumped on five times, he collapses.
| align="center" |Really Gnawty Rampage
|-
|-
| align="center" |[[File:DumbDrum.PNG]]
|align="center"|38||align="center"|[[Platform Perils]]||align="center"|2||align="center"|Walkway||align="center"|Life in the Mines
![[Dumb Drum]]
|A giant Oil Drum that spawns enemies after it hits the floor, attempting to crush the Kongs. If the primates manage to defeat all the enemies it throws at them, the drum explodes and is defeated. In the Game Boy Advance remake of the game, a TNT Barrel appears every time one of the five enemy groups thrown from the boss are defeated. The barrels must be thrown at Dumb Drum five times to defeat it.
| align="center" |Boss Dumb Drum
|-
|-
| align="center" |[[File:MasterNeckySenior.PNG]]
|align="center"|39||align="center"|BOSS LEVEL: [[Necky's Revenge]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
![[Master Necky Snr.]]
|A similar foe to Master Necky. This enemy, however, is much stronger, and sticks his head out of the corners of the screen. He also spits nuts much faster than the latter. He also spits more than one nut at a time at the heroes during the battle, giving them more to dodge. The more jumped on, the more aggressive he gets, making him spit more nuts after each hit. Five jumps on the head defeats this enemy. In the Game Boy Advance remake, Snr. is accompanied with Master Necky in the battle.
| align="center" |Necky's Revenge
|-
|-
| align="center" |[[File:KingKroolDKC.PNG]]
 
![[King K. Rool]]
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|white|Gangplank Galleon|Gang-Plank Galleon}}
|The Kremling that is responsible for stealing Donkey Kong's Banana Hoard, and the final boss. He has a variety of attacks, including throwing his crown, jumping on the apes, and causing cannonballs to rain from the sky. The primates can jump on his head to defeat him, although this can only be done when his crown is off of his head or they get injured.
|-style=background:#D3D3D3 align=center
| align="center" |Gangplank Galleon
!width=5%|#
!width=35%|Level
!width=10%|Bonus rooms
!width=30%|Type of level
!width=20%|Music theme
|-
|-
|align="center"|40||align="center"|BOSS LEVEL: [[Gang-Plank Galleon]]||align="center"|0||align="center"|Ship||align="center"|Gang-Plank Galleon
|}
|}
In addition to saving at a world's [[Candy's Save Point|Save Point]], the Kongs can also use [[Funky's Flights]] to save at a previous world (except in the first world). In each world, they can save after every level once they encounter either of these amenities.
*In [[Kongo Jungle]], Funky's Flights can be accessed after [[Coral Capers]], and Candy's Save Point can be accessed after [[Barrel Cannon Canyon]]. The Kongs can save after five levels.
*In [[Monkey Mines]], Candy's Save Point and Funky's Flights can both be accessed after [[Stop & Go Station]]. The Kongs can save after four levels.
*In [[Vine Valley]], Funky's Flights can be accessed after [[Tree Top Town]], and Candy's Save Point can be accessed after [[Orang-utan Gang]]. The Kongs can save after two levels.
*In [[Gorilla Glacier]], Candy's Save Point and Funky's Flights can both be accessed after [[Torchlight Trouble]]. The Kongs can save after five levels.
*In [[Kremkroc Industries, Inc.]], Candy's Save Point can be accessed after [[Elevator Antics]], and Funky's Flights can be accessed after [[Mine Cart Madness]]. The Kongs can save after three levels.
*In [[Chimp Caverns]], Funky's Flights can be accessed after [[Misty Mine]], and Candy's Save Point can be accessed after [[Platform Perils]]. The Kongs can save after three levels.


==Differences in other versions==
{{main-wiki|TCRF|Donkey Kong Country (SNES)/Version Differences}}
Three different versions are known to exist for the North American release.
;V1.1
In [[Trick Track Trek]], the moving platform does not fall instantly once it reaches the end of the line. Otherwise, it is v1.0.
;V1.2 ([[Player's Choice]])
In [[Coral Capers]], there is a gap between the [[Star Barrel|Continue Barrel]] and lower platform.<ref>{{file link|DKC V1 2.png|v1.2}}</ref> Otherwise, the game is at most v1.1.<ref>{{file link|DKC V1 1.png|v1.1}}</ref>
;Japanese
*Rather than only [[Donkey Kong]] and [[Diddy Kong]] appearing on the title screen, the Japanese version of the screen includes both [[Kong]]s, as well as all five animal buddies, and a pair of [[Zinger]]s.
*On the World Map, the DK head next to [[DK's Tree House|Donkey Kong's Treehouse]] is not present.
*[[Manky Kong]] takes two hits from Diddy to be defeated, unlike in the American/European versions where either Kong can kill him in a single blow.
*The [[Rock Kroc]]s in [[Stop & Go Station]] can be defeated in the Japanese version via DK's [[Hand Slap]], whereas they cannot be defeated at all in the other versions.
*In the Japanese version, Hand Slapping three enemies consecutively would earn DK several [[banana]]s.
*Extra [[DK Barrel]]s were added to various levels:
**In [[Barrel Cannon Canyon]], an extra barrel was added near the [[KONG Letters|letter N]].
**In [[Snow Barrel Blast]], two barrels were added to the [[Barrel Cannon]] section, and one of the existing ones was moved.
**In [[Elevator Antics]], an extra barrel is present at the top of the vine leading to the first [[bonus room]].
**In [[Mine Cart Madness]], an extra barrel was added near the level's [[Star Barrel|Continue Barrel]].
**In [[Loopy Lights]], an extra barrel is present near the first [[Necky]].
*Certain levels were made easier:
**In [[Mine Cart Carnage]], some of the crashed [[Mine Cart]]s were removed.
**An extra [[TNT Barrel|TNT Drum]] was added to [[Millstone Mayhem]].
**The [[Mini-Necky]] was removed from the end of [[Vulture Culture]].
**A specific room in [[Clam City]] contains only three piranhas instead of four.
**The first [[Klaptrap]] has been removed from [[Snow Barrel Blast]], as well as one of the Neckys, and the green Zinger before the Barrel Cannon.
**One of the [[Army|Armies]] was removed from the stage, alongside the Zinger placed directly above it. Additionally, the fourth blue [[Kritter]] and another pair of Zingers were removed.
**The [[oil drum]]s in [[Oil Drum Alley]] have a longer gap between the times when they release flames, thus making them attack less frequently.
**The moving platforms in [[Trick Track Trek]] do not automatically drop at the end of their cables, giving the player more time to jump off.


==Port Differences==
==Glitches==
===Game Boy Color===
{{main|List of Donkey Kong Country glitches}}
[[File:1263694757-00.png|200px|thumb|Diddy Kong in the new level, Necky Nutmare.]]
The game was ported to the [[Game Boy Color]] in 2000. While it's a faithful conversion, there are still a few differences, some of which due to the Game Boy Color's limited capabilities.  These include:


*There are three different title screens.
===Enguarde color swapping===
*Much like ''[[Donkey Kong Land]]'', only one Kong appears at time. The only difference is there is an additional DK Barrel if there are two Kongs, unlike ''DK Land'', which only has one Kong appearing without notice.
First, the player has to go to [[Croctopus Chase]]. Then, after the parts where the Kongs are carried from one place to another by the blast barrels, the Kongs will have to find [[Enguarde]] and get on him. Then the player has to go back through the level until the Kongs reach the last blast barrel that the apes were shot from. By simply getting in that barrel and getting fired out, the player can perform four different glitches:
*The Game Boy printer can be used to print some scrapbook photos.
#The first of these is that Diddy will be walking, not swimming, behind Donkey Kong. The player can get off Enguarde and swim to his side. Then the player must press select. If done correctly, the camera will freeze and Diddy alone will be able to walk around as if it were a land level.  
*The level Winky's Walkway has been extended with some more enemies and a different layout.
#While still frozen, the player could jump back on Enguarde. Diddy should turn into a greenish-blue color and hover in mid-air. This allows the player to control Enguarde by himself, which results in the Kongs being left behind if the player continues on through the level.
*A new level called Necky Nutmare has been added in Chimp Caverns.
#While on Enguarde, the player can press {{button|snes|Y}} and then {{button|snes|A}} once quickly after. Enguarde should turn into another greenish-blue Diddy that the player will be able to control. If the player touches the other floating Diddy it will turn the player back into Enguarde.
*The Kongs do not ride the Animal Buddies; rather, they become them when jumping on the Animal Crates containing the Buddies.
#While using Enguarde once again, the player needs to press the {{button|snes|A}} quickly and repeatedly; it will permanently turn him into a reddish color with either DK or Diddy following behind.
*Two mini-games have been added: Funky hosts a fishing game known as [[Funky's Fishing]] (which would be later reprized in the GBA port) and Cranky hosts a shooting game called [[Crosshair Cranky]].
As this new red Enguarde, the player has to have Diddy follow behind him (if Donkey is behind the player, the player will have to press {{button|snes|A}} twice and the Kongs should switch). Then, the player has to press {{button|snes|Y}} and the player then has to press {{button|snes|A}}. This results in Enguarde transforming into an oddly colored Donkey Kong that hovers in the air while the player is left controlling the Kongs once again.  
*Two additional difficulties have been added: the first one removes DK Barrels and the other removes [[Star Barrel]]s.
The player can redo this with DK following behind the player while the player is controlling Enguarde, and a normally colored Diddy should be hovering in the air instead of the oddly colored Donkey Kong.
*Most of the music and sound effects from ''Donkey Kong Land'' are reused, replacing the original themes from the Super Nintendo Entertainment System version.
*The Warp Barrel in [[Mine Cart Carnage]] was removed.
*A Select Screen resembling the ''Donkey Kong 64'' one was added.
*The game saves automatically after completing a level.
*Candy's Save Point has been replaced by Candy's Challenge where Donkey and Diddy have to collect a golden [[Banana]] coin in each challenge of a world.
*The credits roll while showing various screenshots instead of [[Donkey Kong's Treehouse]].


===Game Boy Advance===
==Quotes==
[[File:Hello.png|200px|thumb|The new area, Candy's Dance Studio.]]
{{main|List of Donkey Kong Country quotes}}
Another port of the game was made for the Game Boy Advance in 2003. It is a faithful conversion, even more so than the Game Boy Color version, since the Game Boy Advance's technical capabilities surpass that of the Super NES.  Even so, the game features quite a few changes from the original.  Some changes in this game include:


*A "Time Attack" mode has been added, where Donkey and Diddy Kong must collect objects and complete the level in a certain amount of time.
===[[Candy Kong]]===
*Rockkrocs can now be defeated by Donkey Kong's Handslap move when they are curled up in a ball when the [[Stop and Go Barrels]] turn to the sign "STOP".
*"''Hi, I'm Candy Kong and this is [[Candy's Save Point|my Save Point]]!''"
*Some enemies come in more varieties of colors (Gnawties are blue, normal Kritters are purple, etc.)
*"''If you want to save your current game, just jump into my spinning [[Star Barrel|save barrel]]!''"
*When the heroes enter a Warp Barrel, they are sent into a short area that contains a group of bananas that spell out the word "WARP." In the original version of the game, as well as in the Game Boy Color version, they are simply sent to the end of the level, and not into this short area.
*"''Hello guys, got anything worth saving?''"
*Some boss battles are slightly different: Queen B. now has several Zingers surrounding her when she gets hit and turns red, Really Gnawty makes stalactites fall from the ceiling when he jumps really high and far after being hit, Dumb Drum must have TNT Barrels thrown at it after the enemies are defeated, and the battle against Master Necky Snr. is against both him and Master Necky simultaneously.
*"''Wow! You guys really came a long way! Save your game now, while you have the chance!''"
*After each boss, Cranky Kong comes out and compliments the Kongs on beating the boss while criticizing the bosses.
*"''Yoo-hoo, [[Donkey Kong|Honey Kong]]! Now's a good time to save where you've gotten to!''"
*The game can be saved at any time or place, including halfway points in levels.  With this, Candy's save areas are replaced with [[Candy's Dance Studio|a dance studio]], with different theme music.  Here, a dancing minigame can be played.
*"''It must have been hard work for you to come all this way! Why not save your game?''"
*After meeting Funky (who also has different music) once, he can be summoned anytime on the world map.
*"''Can I help you [[Kong|monkeys]] save your game?''"
*The maps have been slightly redesigned. The world maps are also zoomed in more.
*"''How would you like a quick spin in my save barrel?''"
*Starting from Vine Valley onwards, a few of the levels have been placed in a different order; for instance, Temple Tempest has become the sixth level in Vine Valley, rather than the fourth.
 
*Instead of the Credits taking place in [[Donkey Kong's Treehouse]], it takes place on [[Gangplank Galleon]].
==Soundtrack==
*A new mode called "Hero Mode" has been added. In this mode, the player controls a yellow Diddy, who must complete every level without the help of Star Barrels or DK.
The game's soundtrack was released in Japan under the title ''[[Super Donkey Kong Game Music CD Jungle Fantasy]]''. This album has a total of 28 tracks, including most of the original soundtrack of the game and seven new arrangements by Yoshiyuki Ito. A different album, entitled ''[[DK Jamz]]'', was released in the United States, Germany, and France. The latter features 23 or 25 tracks depending on the version, including some omitted from the Japanese soundtrack. It also features one of the Yoshiyuki Ito covers, although Ito is not credited.
*The game keeps track of the number of lives and bananas the Kongs have when saved, unlike in the original, which puts them back at five lives and zero bananas every time the game is reset.
*The Barrel Cannons that send the Kongs to Bonus Levels are replaced by the [[Bonus Barrel]]s used in the sequel.
*The game has more sound effects and character voices particularly from ''Donkey Kong 64''.
*A scrapbook, similar to the one in the Game Boy Color version, was added, in which the Kongs have to collect [[photograph]]s throughout the game in order to add pictures to the scrapbook.


==Development==
==Development==
The lead-up to ''Donkey Kong Country''{{'}}s creation started in the summer of 1993. While visiting [[Rare]] as a part of a globe-travelling journey to find potential quality games in development, Tony Harman of [[Nintendo]] of America saw a [[tech demo]], tentatively called ''Brute Force'',<ref>{{cite|author=Shesez|date=November 21, 2019|url=www.youtube.com/watch?v=TwWHzilbQ34&t=334s|title=The Donkey Kong Country 25th Anniversary Interview Documentary|timestamp=05:34|publisher=YouTube|accessdate=August 8, 2023}}</ref> showing an animated, computer-rendered boxer fighting a prototypical version of {{fandom|killerinstinct|Orchid}}. Rare was experimenting with 3D animation at the time as they found the then-popular {{wp|digitizing|digitization}} technique too restrictive.<ref name="Nintendo Power">{{cite|title="The Making of Donkey Kong Country" - ''[[Nintendo Power]]'' Issue 64|date=September 1994|publisher=Nintendo of America|language=American English}}</ref> Impressed by the demo, Harman lobbied for Nintendo to collaborate with Rare, and, with the help of {{wp|Genyo Takeda}} and [[Shigeru Miyamoto]], managed to convince them. Nintendo approached Rare with the mandate to make a game that would have "better graphics than ''Aladdin''"<ref name="Retrogamer">{{cite|archive=web.archive.org/web/20160306023207/http://www.nowgamer.com/the-making-of-donkey-kong-country|title="The Making Of ''Donkey Kong Country''|date=February 20, 2012}}</ref> (specifically referring to {{wp|Disney's Aladdin (Virgin Games)|the popular 1993 Sega Genesis game}}, which was lauded for its impressive graphics and animation hand-drawn by Disney animators).<ref>{{cite|author=Shesez|date=November 21, 2019|url=www.youtube.com/watch?v=TwWHzilbQ34&t=1883s|title=''The Donkey Kong Country 25th Anniversary Interview Documentary''|timestamp=00:31:23|publisher=YouTube|accessdate=August 8, 2023}}</ref> They recommended that it should star [[Donkey Kong]], as they thought that the character and his universe were less explored than other Nintendo properties and that thus Rare could have greater creative freedom while making the game.<ref name="Nintendo Power"/>


The leadup to ''Donkey Kong Country'''s creation started in the summer of 1993. While visiting [[Rare]] as a part of a globe-travelling journey to find potential quality games in development, Tony Harman of [[Nintendo]] of America saw a [[Tech Demo]] showing an animated, computer-rendered boxer punching. Rare was experimenting with 3D Animation at the time as they found the then-popular [[wikipedia:Digitizing|digitization]] technique too restrictive<ref name="Nintendo Power">''[[Nintendo Power]]'', Issue 64, September 1994, ''The Making of Donkey Kong Country''</ref>. Impressed by the demo, Harman lobied for Nintendo to collaborate with Rare, and with the help of [[wikipedia:Genyo Takeda|Genyo Takeda]] and [[Shigeru Miyamoto]], managed to convince them. Nintendo approached Rare with the mandate to make a game that would have "better graphics than ''Aladdin''"<ref name="Retrogamer">[http://www.nowgamer.com/features/895227/the_making_of_donkey_kong_country.html The Making Of Donkey Kong Country] (accessed February 20 2012)</ref>, presumably referring to the [[wikipedia:Disney's Aladdin (video game)#Mega Drive/Genesis version|popular Sega Genesis game]], which was lauded for its impressive graphics and animation. They recommended that it should star [[Donkey Kong]], as they thought that the character and his universe were less explored than other Nintendo properties and that thus Rare could have greater creative freedom while making the game<ref name="Nintendo Power"> </ref>. Rare also received several millions worth of cutting-edge [http://en.wikipedia.org/wiki/Silicon_Graphics Silicon Graphics] equipment<ref name="Nintendo Power"> </ref>, which was made possible due to Nintendo had forged a relationship with the company for the developement of the [[Ultra 64]] (the Nintendo 64's prototype).
A team of 12 people were assembled for the project, which was the most Rare had assigned for a single game at the time. [[Gregg Mayles]] cited ''[[Super Mario Bros. 3]]'' as his chief inspiration,<ref name="Retrogamer"/> saying that he wanted to imitate its structure while also providing smooth and flowing level designs that skilled players could navigate quickly. A team of developers were sent to the nearby Twycross Zoo to observe the movements of real gorillas, but found that it would not suited to the fast-paced platformer that they wanted to make.<ref name="Retrogamer"/> The team created around fifteen different styles of movement for Donkey Kong, including ones based on rabbits and frogs, before arriving at the current animations, based loosely on the movements of horses.<ref name="Retrogamer"/> The [[Kremling]]s originated from another project Rare was developing at the same time (which, according to Rareware employee Gregg Mayles, was from a canceled adventure game named ''Jonny Blastoff and the Kremling Armada''<ref>{{cite|author=Ayden_|date=July 5, 2017|url=www.jeuxvideo.com/news/651885/les-coulisses-de-donkey-kong-country-des-gorilles-et-des-hommes.htm|title="Les coulisses de ''Donkey Kong Country'' : Des gorilles et des hommes"|publisher=Jeuxvidéo.com|accessdate=July 31, 2017}}</ref><ref>{{cite|author=Gregg Mayles (@Ghoulyboy)|url=x.com/Ghoulyboy/status/639226685213265924|title=@MFWolfe42 @WinkySteve @BringBackKRool @Kevbayliss yes, that's right.|date=September 2, 2015|publisher=X|accessdate=July 31, 2017}}</ref>), but were transplanted into the game as Rare found that they were a good fit for ''Donkey Kong Country''{{'}}s aesthetic.<ref name="Nintendo Power"/> The developers also wanted the screen to be as "clutter-free" as possible, which lead to the creation of a "buddy" character so that the player could take more than one hit, inspired by the "big Mario returns to little Mario" system of the ''[[Super Mario (series)|Super Mario]]'' games.<ref name="Retrogamer"/> [[Donkey Kong Jr.]] was first considered for the role, but he was changed into [[Diddy Kong|a separate character]] as Nintendo felt Rare's redesign looked too different.<ref name="Retrogamer"/>


A team of 12 peoples was assembled for the project, which was the most Rare had assigned for a single game at the time. Game Designer Greg Mayles cited ''[[Super Mario Bros. 3]]'' as his chief inspiration<ref name="Retrogamer"> </ref>, saying that he wanted to imitate its structure while also providing smooth and flowing level designs that skilled players could navigate quickly. A team of developers was sent to the nearby Twycross Zoo to observe the movement of real gorillas<ref name="Retrogamer"> </ref>, but found that the movement of real gorillas was not suited to the fast-paced platformer they wanted to make, and instead based Donkey Kong's movements on that of an horse<ref name="Retrogamer"> </ref>. The [[Kremling]]s originated from another project Rare was developing at the same time, but were transplanted into the game as Rare found that they fitted ''Donkey Kong Country'''s asethetic perfectly<ref name="Nintendo Power"> </ref>. The developers also wanted the screen to be as "clutter-free" as possible<ref name="Retrogamer"> </ref>, which lead to the creation of a "buddy" character so that the player could take more than one hit. [[Donkey Kong Jr.]] was first considered for the role, but he was changed into a [[Diddy Kong|separate character]] as Nintendo felt Rare's redesign looked too different<ref name="Retrogamer"> </ref>.
When ''Donkey Kong Country'' was demonstrated at Summer {{wp|Consumer Electronics Show|CES}} 94, [[Nintendo of America]] had arranged the press conference to have people assume that the game was running off an early version of the then-upcoming [[Nintendo 64|Ultra 64]] in order to further impress those who would not believe that it was capable of running on a 16-bit console.<ref>{{cite|date=June 1995|title=''Nintendo Magazine System (UK) Issue #33|page=57|quote=Nintendo of America stunned everybody at the 1994 Consumer Electronics Show (CES) held in Chicago when DKC was announced, because no-one could believe it was running off a 16-bit machine. In fact NOA especially arranged the press conference in order to have people assume that they were watching an early demo of Nintendo′s Ultra 64!}}</ref><ref>{{cite|author=Shesez|date=November 21, 2019|url=www.youtube.com/watch?v=TwWHzilbQ34&t=3827s|title=The Donkey Kong Country 25th Anniversary Interview Documentary|timestamp=01:03:47|publisher=YouTube|accessdate=August 8, 2023}}</ref>


Rare demoed an early version of the game at Nintendo's Kyoto HQ. Reception of the demo was mixed, with [[Gunpei Yokoi]] remarking that the game looked "too 3D"<ref name="Retrogamer"> </ref>. However, Shigeru Miyamoto approved of what was done with the project. He and his staff gave advices to Rare on how to improve the game, with one of the results being the implementation of the [[Hand Slap]] move a few weeks before completion<ref name="Retrogamer"> </ref>.
Rare demoed an early version of the game at Nintendo's headquarters in Kyoto. Reception of the demo was mixed, with [[Gunpei Yokoi]] remarking that the game looked "too 3D".<ref name="Retrogamer"/> However, Shigeru Miyamoto approved of what was done with the project. He and his staff gave advice to Rare on how to improve the game, with one of the results being the implementation of the [[Hand Slap]] move a few weeks before completion.<ref name="Retrogamer"/>


==Reaction and sales==
==Reception==
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 9.1, having over 85% from every critic. The game was also placed 39th in the 100th issue of ''Nintendo Power'''s "100 best Nintendo games of all time" in 1997 <ref>http://www.gamekult.com/communaute/forum/voirmessage.html?foid=13000909, retrieved 6/4/2009</ref>
At the time of its release, ''Donkey Kong Country'' received universal acclaim by critics and audiences, with the game being praised for its visuals, controls, and replayability. The massive hype it received due to its innovative use of pre-rendered 3D sprites and subsequent commercial success has been credited with extending the SNES's lifespan and help the system stay relevant in the face of the next-generation {{wp|Sega Saturn}} and {{wp|PlayStation (console)|PlayStation}} consoles.<ref>{{cite|author=Jeremy Parish|date=August 8, 2016|url=www.usgamer.net/articles/reconsidering-donkey-kong-country-gamings-empty-handed-bluff|title=''Donkey Kong Country'', Gaming's Biggest Bluff|publisher=USGamer|accessdate=September 26, 2017}}</ref>
, and it was rated the 90th best game on a Nintendo system in their top 200 games list in 2006. Praise went to its graphics, music, and overall fun and addictive game-play.<ref>http://www.gamespot.com/snes/action/superdonkeykong/review.html?mode=web&tag=scoresummary%3Bcritic-score</ref>


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]]''.<ref>http://www.vgchartz.com/game.php?id=3108</ref> To date, it is the best selling ''Donkey Kong'' game and the best seller by Rare. <ref>http://www.gamespot.com/gba/action/donkeykongcountry/review.html</ref>
Following Rare's acquisition by Microsoft, ''Donkey Kong Country'' experienced a period of backlash. ''Electronic Gaming Monthly'' placed the game in their top 10 overrated games list (despite the publication previously awarding it the 1994 Game of the Year award), and, in their review of the [[Game Boy Advance|GBA]] version, stated that the game did not hold up. Similarly, GameSpy placed it ninth on their list of the top 25 most overrated games of all time.<ref>{{cite|archive=web.archive.org/web/20070113045844/http://archive.gamespy.com/articles/september03/25overrated/index18.shtml|title=25 Most Overrated Games of All Time|date=September 15 - 20, 2003|author=GameSpy Staff|publisher=GameSpy}}</ref> Regardless, the Game Boy Advance and [[Virtual Console]] re-releases were still positively received.
{| class="wikitable reviews"
!colspan="4"style="font-size:120%; text-align: center; background-color:silver"|Reviews
|-style="background-color:#E6E6E6;"
|Release
|Reviewer, Publication
|Score
|Comment
|-
|[[Super Nintendo Entertainment System|SNES]]
|George Wood, Flight of Fantasies
|''n.d''
|"''Donkey Kong Country is truly perfect. If you do not get this amazing new generation of Donkey Kong Country madness, you are stupid. Yes, I know it's insulting, but that's also the truth. If you're a true video game fan, you will not hesitate in the slightest bit to buy this piece of gaming history.''"
|-
|SNES
|Mr. Goo, Die Hard Game Fan
|100/100
|"''When you see Donkey Kong Country for the first time, you'll do what I did ... turn into a blabbering, drooling idiot! This is the most amazing 16-bit game yet, and that's a fact. Simply everything about DKC is kick-butt rocking magnificent ... you'd swear it was 32-bit. If you possess a SNES, you have no excuse not to buy this game NOW.''"
|-
|SNES
|Nintendo Power
|4.4/5
|"''The ultimate graphics in the best action adventure game ever for the Super NES or any other video games system. It's simply the best. Battery backed-up memory. 100 bonus areas. MINUS: Players may miss many of the bonus areas and think the game is shorter than it really is. (You must try everything to get the full impact!''"
|-
|[[Wii]]  
|Lucas M. Thomas, [http://ca.ign.com/articles/2007/02/20/donkey-kong-country IGN]
|8.5/10
|"''A sacrifice may be offered of some of your nostalgic feelings for this title, as its revolutionary-in-1994 visuals aren't as spectacular any more, now in 2007. But DKC's gameplay is still a lot of fun, and it's still easy to see why this was the game that saved the Super.''"
|-
|Wii
|Damien McFerran, [http://www.nintendolife.com/reviews/vc/donkey_kong_country_snes Nintendo Life] (formerly VC Reviews)
|9/10
|"''Over a decade has passed since this game's original release and although some of the shine has dulled it still manages to impress. Although it's not in the same league as the sublime [[Super Mario World]], Donkey Kong Country still ranks as one of the better SNES platformers and is a worthy download on the Virtual Console.''"
|-
!colspan="4"style="background-color:silver; font-size:120%; text-align: center;"|Aggregators
|-style="background-color:#E6E6E6;"
|colspan=2|Compiler
|colspan=2|Platform / Score
|-
|colspan=2|GameRankings
|colspan=2 style="background-color:LimeGreen"|SNES - [http://www.gamerankings.com/snes/588282-donkey-kong-country/index.html 88.94%]
|}
{{br}}


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. <ref>http://www.1up.com/do/feature?cId=3128401</ref><ref>http://archive.gamespy.com/articles/september03/25overrated/index18.shtml</ref> It has mixed reactions today, but is still well-received by fans.
===Sales===
''Donkey Kong Country'' ended up selling 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 9.3 million copies worldwide, making it the third best-selling game on the Super Nintendo, following ''[[Super Mario World]]'' and ''[[Super Mario All-Stars]]''.<ref>{{cite|archive=web.archive.org/web/20100612013410/http://www.vgchartz.com/game.php?id=3108|publisher=VGChartz|title=Donkey Kong Country (SNES) Sales Data}}</ref> To date, it is the best-selling ''Donkey Kong'' game and overall Rare's best-selling game.<ref>{{cite|archive=web.archive.org/web/20030614090442/http://www.gamespot.com/gba/action/donkeykongcountry/review.html|title=GameSpot Review|author=Provo, Frank|date=June 11, 2003|publisher=GameSpot}}</ref>


==References to Other Games==
==References to other games==
*''[[Donkey Kong (Game)|Donkey Kong]]'' - Cranky Kong is said to be the Donkey Kong from this game who fought [[Mario]] in some of his own games.<ref name="DKC Manual">''Donkey Kong Country Instruction Booklet'', Nintendo, 1994, p. 6. "In his heyday, Cranky was the original Donkey Kong who battled Mario in several of his own games."</ref> The Oil Drums from the first stage of this game were also featured in ''Donkey Kong Country'' at Oil Drum Alley. In addition, the intro of the game has Cranky Kong listening to and operating a phonogram that's playing the theme song for the original Donkey Kong arcade game in a background resembling the iron bars from the original arcade game before Donkey Kong drowns out the music with his boom box and proceeds to knock Cranky Kong out of the area, revealing that the setting is actually within the jungle, further implying Cranky Kong's connection to the original Donkey Kong.
*''[[Donkey Kong (game)|Donkey Kong]]'' - Cranky Kong is said to be the Donkey Kong from this game who fought [[Mario]] in some of his own games.<ref name="DKC Manual">{{cite|title=''Donkey Kong Country'' Instruction Booklet|page=6|quote=In his heyday, Cranky was the original Donkey Kong who battled Mario in several of his own games.|date=1994|publisher=Nintendo of America}}</ref> The oil drums from the first stage of this game were also featured in ''Donkey Kong Country'' at Oil Drum Alley. In addition, the intro of the game has Cranky Kong listening to and operating a phonogram that is playing the theme song for the [[Nintendo Entertainment System]] version of ''Donkey Kong'' in a background resembling the iron bars from the original game before Donkey Kong drowns out the music with his boom box and proceeds to knock Cranky Kong out of the area, revealing that the setting is actually within the jungle, further implying Cranky Kong's connection to the original ''Donkey Kong''.
*''[[Donkey Kong Jr. (game)|Donkey Kong Jr.]]'' - Cranky is the original Donkey Kong, implying that the hero DK is DK Jr.


[[File:BarrelRides65.png|200px|thumb|The barrel roll move introduced in ''Donkey Kong Country'', as seen in ''Donkey Kong Country 3''.]]
==References in later games==
*''[[Donkey Kong Land]]'': The semi-sequel of ''Donkey Kong Country'', which contains gameplay elements and music remixes from its prequel.
*[[Super Smash Bros. (series)|''Super Smash Bros.'' series]]: Diddy Kong's up taunt in ''[[Super Smash Bros. Brawl]]'' and onwards is based on his victory animation from ''Donkey Kong Country''.
*''[[Donkey Kong Country 2: Diddy's Kong Quest]]'': The direct sequel, which contains 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 did not want to surrender the Banana Hoard to Kaptain K. Rool after all that he and Donkey Kong went through to get it last time. Additionally, Winky can be seen in the background of Cranky's [[Monkey Museum]].
*''[[Donkey Kong Country Returns]]'': Some of Cranky Kong's quotes are also reused.
*''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]'': As with ''Donkey Kong Country 2'', many gameplay elements are reused (including the return of being able to balance the Kongs on Steel Barrels, which is absent in ''Donkey Kong Country 2'').
*''[[Donkey Kong Country: Tropical Freeze]]'': In the level Canopy Chaos, Cranky's record player can be found, which plays the original title theme when the player ground pounds in front of it.
*''Conker's Pocket Tales'': When Conker stands still for a moment, he starts playing a Game Boy. The music that is heard while he is playing is the title screen music of ''Donkey Kong Land'', presuming Conker has the game.
*''[[WarioWare Gold]]'': [[Donkey Kong Country (microgame)|A microgame]] in [[5-Volt]]'s stage based on ''Donkey Kong Country'' appears in this game.
*''[[Super Smash Bros.]]'' series: Barrel Cannons seen in ''Donkey Kong Country'' appear here. Also Kongo Jungle stages appear in the three games as Congo Jungle in the first ''Super Smash Bros. game, and Kongo Jungle in ''Super Smash Bros. Melee'' and remade in Melee Stages in ''Super Smash Bros. Brawl''.
*''[[Donkey Kong 64]]'': Another instalment in the series with many similarities to ''Donkey Kong Country''. It features the entire non-playable Kong cast, as well as another Jungle Hijinxs remix. In the Game Boy Color version, the Select Screen resembles the ''Donkey Kong 64'' one.
*''[[New Super Mario Bros. Wii]]'': [[Mario]] can pick up and throw barrels in this game. This ability may have been borrowed from ''Donkey Kong Country''. Also, the Animal Buddy mechanics are used on [[Yoshi]]; he can only be used in certain levels and gets left behind when the level is cleared.


==Image Gallery==
==Pre-release and unused content==
{{morepic|Donkey Kong Country}}
{{main|List of Donkey Kong Country pre-release and unused content}}
Early previews video show minor differences, such as items in different spots, different level palettes, and the [[Krusha]] and [[Klump]] enemies being invulnerable to attacks that they are vulnerable to in the final game.


==Beta Elements==
Unused data still present on the cartridge include several sprites (including [[Puftup|one enemy]] featured in the sequel), enemy palettes swaps and an early script which depicts [[Cranky Kong]] as a friendlier character.
{{main|{{PAGENAME}}/Beta elements}}


==Staff==
==Staff==
{{main|{{PAGENAME}} Staff}}
{{main|List of Donkey Kong Country staff}}
''Donkey Kong Country'' was developed by a team of 12 people, the largest development staff of any Rareware game at that point. Rareware co-founder [[Tim Stamper]] was the director while [[Gregg Mayles]] served as the designer.
 
The game had a team of three composers working on it. [[Eveline Fischer]] composed the tracks "Simian Segue", "Candy's Love Song", "Voices of the Temple", "Forest Frenzy", "Treetop Rock", "Northern Hemispheres", and "Ice Cave Chant". Robin Beanland's sole contribution was the [[Funky's Flights]] theme (a holdover from the arcade version of ''{{wp|Killer Instinct (1994 video game)|Killer Instinct}}'',<ref>{{cite|author=jared mckinney|date=August 14, 2008|url=www.youtube.com/watch?v=FtTC1sRlB1c&t=50s|title=Killer Instinct Arcade Promo (rare)|publisher=YouTube|accessdate=February 2, 2014}}</ref> featuring a vocal sample by Robin Beanland).<ref>{{cite|author=Shesez|date=November 21, 2019|url=www.youtube.com/watch?v=TwWHzilbQ34&t=3030s|title=The Donkey Kong Country 25th Anniversary Interview Documentary|publisher=YouTube|accessdate=August 8, 2023}}</ref> [[David Wise]] handled the rest of the soundtrack.<ref>{{cite|archive=web.archive.org/web/20051227091731/http://www.rareware.com/extra/scribes/scribes_content.html|title=Rare: Scribes|date=December 21, 2005|publisher=Rare Official Website}}</ref>


==Glitches==
==Nintendo eShop description==
{{main|{{PAGENAME}}/Glitches}}
<blockquote>''After a dark and stormy night, Donkey Kong finds all of his bananas stolen by
''K. Rool and his reptilian crew of Kremlings! Armed with chest-pounding muscle, mighty barrel rolls, and awesome vine-swinging skills, Donkey Kong and Diddy Kong set out to face their adversaries!''
 
''Play solo, compete with a friend, or play cooperatively with a friend in over 100 levels filled with collectibles and hidden bonus levels.'' ''With the help of
Donkey Kong's quirky family, animal friends, and your fast reflexes, our dynamic duo will prove to be an unstoppable force.''
 
''Time to save those bananas!''</blockquote>
 
==Gallery==
{{main-gallery|Donkey Kong Country}}
<gallery>
DKC - Japanese Logo.png|Logo
DKCLogo.png|English logo
DKC SuperFamicomBox.jpg|Super Famicom cover
Title Screen Japanese (Donkey Kong Country).png|Title screen
DonkeyDKC.png|[[Donkey Kong]]
</gallery>


==Quotes==
==Media==
{{main|List of Quotes in Donkey Kong Country}}
{{main-media|List of Donkey Kong Country media}}
{{media table
|file1=DKC SNES Theme.oga
|title1=Theme
}}


==Names in Other Languages==
==Names in other languages==
{{foreignname
{{foreign names
|Jap=スーパードンキーコング
|Jap=スーパードンキーコング
|JapR=sūpā donkī kongu
|JapR=Sūpā Donkī Kongu
|JapM=Super Donkey Kong
|JapM=Super Donkey Kong
|ChiS=超级咚奇刚
|ChiSR=Chāojí Dōngqí Gāng
|ChiSM=Super Donkey Kong
|ChiT=超級咚奇剛
|ChiTR=Chāojí Dōngqí Gāng
|ChiTM=Super Donkey Kong
|Fre=Donkey Kong Country
|Ger=Donkey Kong Country
|Ger=Donkey Kong Country
|GerM=-}}
}}
 
==Trivia==
*Although the [[Gnawty|Gnawties]] seen in-game are gray, the Gnawty on the game's boxart is blue. The species eventually became blue in ''[[Donkey Kong 64]]'' and in the Game Boy Advance port of ''Donkey Kong Country''.
*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.
*After the ''[[Nintendo Powerfest '94]]'' World Finals, the two competitors played a specialized version of this game. Whoever got the most points won.
*In early releases, the giant bananas had the logo for [[Wikipedia: Dole|Dole]] fruits on them. This was quickly replaced with the Nintendo logo.


==References==
==References==
<references/>
<references/>


<br clear=all>
==External links==
{{NIWA|DKWiki=1}}
{{NIWA|NWiki=1|SmashWiki=Donkey Kong (universe)#Donkey Kong Country|StrategyWiki=1}}
{{DKGames}}
{{TCRF|Donkey Kong Country (SNES)}}
*[https://www.nintendo.co.jp/clvs/manuals/ja/pdf/CLV-P-VAALJ.pdf Super Donkey Kong Japanese Super Famicom manual]
*[https://www.nintendo.co.jp/clvs/manuals/common/pdf/CLV-P-SAALE.pdf Donkey Kong Country North American SNES manual]
 
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{{DKC}}
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{{Donkey Kong games}}
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[[Category:Donkey Kong Country|*]]
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[[Category:1994 games]]
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[[Category:Player's Choice]]
[[Category:Donkey Kong Country|*]]
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Latest revision as of 20:38, December 25, 2024

This article is about the 1994 SNES game Donkey Kong Country. For other uses of the name "Donkey Kong Country", see Donkey Kong Country (disambiguation).
"DKC" redirects here. For the games with the same abbreviation, see Donkey Kong Circus and Donkey Kong Classics.
Donkey Kong Country
North American box art for Donkey Kong Country
For alternate box art, see the game's gallery.
Developer Rareware
Publisher Nintendo
Platform(s) Super Famicom/Super Nintendo Entertainment System, Virtual Console (Wii, Wii U, New 3DS), Super NES Classic Edition, Super Nintendo Entertainment System - Nintendo Switch Online
Release date SNES:
UK November 18, 1994[1]
USA November 21, 1994[2]
Europe November 24, 1994[3]
Japan November 26, 1994[4]
South Korea 1994[5]
Virtual Console (Wii):
Australia December 7, 2006[?]
Europe December 8, 2006[?]
Japan December 12, 2006[?]
USA February 19, 2007[?]
South Korea May 26, 2008[?]
Virtual Console (Wii U):
Europe October 16, 2014[?]
Australia October 17, 2014[?]
Japan November 26, 2014[?]
USA February 26, 2015[?]
Virtual Console (New 3DS):
Japan March 4, 2016[?]
USA March 24, 2016[?]
Europe March 24, 2016[?]
Australia March 25, 2016[?]
Super NES Classic Edition:
USA September 29, 2017[?]
Europe September 29, 2017[?]
Australia September 30, 2017[?]
Japan October 5, 2017[?]
Super Nintendo Entertainment System - Nintendo Switch Online:
Japan July 15, 2020[6]
USA July 15, 2020[7]
Europe July 15, 2020[8]
Australia July 15, 2020[9]
HK July 15, 2020[10]
South Korea July 15, 2020[11]
Language(s) English (United States)
French (France)
German
Japanese
Genre Platformer
Rating(s) Original release:
ESRB:K-A - Kids to Adults
ACB:G - General
Virtual Console:
ESRB:E - Everyone
PEGI:3 - Three years and older
CERO:A - All ages
USK:0 - All ages
Mode(s) 1–2 players
Format
Super NES:
Game Pak
Wii:
Digital download
Wii U:
Digital download
Nintendo Switch:
Digital download
Nintendo 3DS:
Digital download
Super NES Classic Edition:
Built-in
Input
Super NES:
Wii:
Wii U:
Nintendo Switch:
Joy-Con (horizontal)
Nintendo 3DS:
Super NES Classic Edition:
Serial code(s) USA SNS-8X-USA
“An incredible 3-D Adventure in The Kingdom of Kong!”
Tagline

Donkey Kong Country is a side-scrolling platform game for the Super Nintendo Entertainment System released in November 1994. It was developed by Rare and published by Nintendo. The game stars Donkey Kong and his sidekick Diddy Kong, as the two travel across Donkey Kong Island to recover their banana hoard, stolen by the Kremlings and their leader, King K. Rool. Donkey Kong Country introduced Donkey Kong's modern design, his supporting cast and enemies, setting, musical motifs, and the gameplay mechanics that would make recurring appearances in other games starring him, let alone spinoff games of the Super Mario franchise in general. A year later, the game received a sequel, Donkey Kong Country 2: Diddy's Kong Quest, effectively starting the Donkey Kong Country series.

Donkey Kong Country was a commercial success. Besides receiving a sequel, Donkey Kong Country had manga adaptations in both Kodansha's Super Mario manga and Super Mario-kun; a chapter book adaptation; a 40-episode 3D animated series; a 13-minute long promotional VHS tape titled Donkey Kong Country: Exposed;[12] and various merchandise. Donkey Kong Country was noted for using pre-rendered sprites that were converted from 3D CGI models on Silicon Graphics workstations,[13] inspiring future video games to do the same.[citation needed]

The game was remade for the Game Boy Color in 2000 and was also remade again for the Game Boy Advance in 2003. Both remakes each have added minigames and the ability to save in the overworld. Donkey Kong Country was ported to the Wii's Virtual Console in 2006/2007. On November 25, 2012, Donkey Kong Country and its sequels were delisted from the Wii Virtual Console, supposedly because of Microsoft renegotiating licensing agreements with Nintendo before re-releasing it,[14] but on October 30, 2014, the games were relisted in Europe and Australia. Around that time, the games were released on the Wii U's Virtual Console in Europe and Australia, in Japan on November 26, 2014, and in the United States and Canada on February 26, 2015. For handhelds, Donkey Kong Country was ported exclusively to the New Nintendo 3DS's Virtual Console in March 2016. It is one of the 21 games included on the Super NES Classic Edition and was made available on Super Nintendo Entertainment System - Nintendo Switch Online for the Nintendo Switch on July 15, 2020.

In 1995, a specialized competition variant named Donkey Kong Country Competition Cartridge was manufactured for use in various video game tournaments held throughout 1995. After that, the few existing cartridges were sold in a Nintendo Power subscriber catalogue.

Story[edit]

“I'll hunt them down through every part of my island, until I have every banana from my hoard back!!”
Donkey Kong

During a stormy night on Donkey Kong Island, Donkey Kong orders Diddy to guard his banana hoard for his "hero training" until midnight. While watching for predators beneath the darkness, Diddy hears noises outside. He nervously asks, "W-w-who goes there?!". An ominous voice tells the other to seal Diddy in a barrel, kick it into the bushes, and steal the bananas. Diddy gets ambushed by Kremlings, some of which he manages to defeat with his Cartwheel Attack until being overpowered by Klump. He seals Diddy in a DK Barrel and kicks it across the jungle. The Kremlings load the entire banana hoard onto their vehicles and carry them through the jungle, dropping behind trails of bananas.

The next morning, Donkey Kong wakes up by a loud calling of his name. Realizing that he slept through his watch, Donkey Kong quickly exits his tree house, only to find Cranky Kong outside. Cranky prompts Donkey Kong to check the banana cave for a "big surprise". Inside the cave, Donkey Kong finds out that all of his bananas were stolen, with only a few discarded peels lying around. Cranky mocks Donkey Kong for shirking his responsibility, noting that Diddy is also gone. Meanwhile, Donkey Kong is in disbelief over his stolen bananas and rages that the Kremlings stole all of them. Donkey Kong vows to bring payback upon the Kremlings and recover his banana hoard.

Cranky breaks the fourth wall by questioning why the "game idea" involves finding Diddy and rescuing bananas instead of a damsel in distress. Donkey Kong tells how Diddy wishes to be a video game hero like Donkey Kong. Cranky believes neither of them are suitable for being video game heroes, and he goes on to brag about his popularity during the arcade era. Deeming the adventure "ridiculous", Cranky believes Donkey Kong would be lucky to even sell ten copies of the game. Donkey Kong gets mad at Cranky and insists on going on an adventure to save Diddy and recover the stolen bananas. Donkey Kong leaves and follows a trail of bananas along his way. Cranky briefly hesitates, but then follows after Donkey Kong. Cranky mumbles that Donkey Kong may need his help and further mentions that kids do not have respect for their elders anymore.[15]

In the first level, Donkey Kong releases Diddy Kong, who tags along during the adventure. Together, the Kongs travel through various areas, including jungles, mines, forests, temples, snowy mountains, caves, and factories. With assistance from Cranky, Funky, and Candy Kong, the two Kongs eventually make it to the Gangplank Galleon, where they are confronted by the Kremling Krew's leader, King K. Rool. After Donkey Kong and Diddy defeat King K. Rool, Cranky congratulates them and tells them to check the banana hoard. They do so, finding that the bananas have been returned.

Gameplay[edit]

The game introduces the "tag-team" system, where Diddy and Donkey Kong follow each other throughout each level. However, the member in the front of the group is the Kong in play, so the other Kong simply follows behind the other. If the hero in play is injured, he quickly runs off the screen, and the Kong behind him takes his place as the character in play. In cases like this, only one Kong is on the screen at the time, as the other is defeated. If the lone Kong is injured by an enemy, the player loses an extra life, forcing them to either restart altogether or from the Star Barrel. There is a DK Barrel from which a Kong can be freed. When a hero is freed from a DK Barrel, he heads to the back of the group behind the Kong in play and is not able to be controlled until the Kong in the lead is injured or if the player hits A Button to switch characters. Then Donkey Kong hi-fives with Diddy and switches places, or vice versa.

Abilities[edit]

Ice Age Alley
Donkey Kong swings on a rope in the level, Ice Age Alley.

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 Kongs 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 characters can use this move by simply cartwheeling off a cliff and jumping in mid-air. This gives them both a longer jump to cross wider abysses. The Kongs can also use their climbing and swimming abilities to traverse levels. Climbing can only be done on ropes, which can swing the Kongs over gaps if they cling onto them. Some ropes are stationary, which means that the Kongs can take advantage of their climbing abilities on them to head up the rope to a higher area. Another move both Kongs can perform is their swimming ability which can only be done inside of the water in the underwater levels.

Both Kongs also have some different abilities, as well as different stats. Diddy is faster and more agile than Donkey Kong, but he lacks the same strength struggles to defeat stronger enemies such as Krushas and Klumps. Donkey Kong is stronger and slower than him, and he also has his own unique move called Hand Slap. The Hand Slap move allows him to defeat enemies and find hidden objects in the ground or on treetops.

The Kongs pick up and throw barrels differently than one another. When Diddy Kong picks up barrels, he holds them in front 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 further than Diddy, making Donkey Kong more likely to hit enemies from another distance. If the primates throw a Steel Keg against a wall, they are able to jump on the barrel as it rolls back and balance on it.

Controls[edit]

Basic controls
Action(s) Controls SNES Controller.png
Walk +Control Pad
Climb
Jump B Button
Swim
Run Hold Y Button + +Control Pad left or right
Roll Attack (Donkey Kong) Y Button
Cartwheel Attack (Diddy Kong)
Pick up
Throw Release Y Button
Hand Slap (Donkey Kong) Y Button + +Control Pad down
Midair jump Roll/cartwheel off a ledge then B Button
Tag (with both Donkey Kong and Diddy Kong) A Button / Select Button
Switch players (only in Two player team)
Dismount (while riding Animal Friend) A Button
Pause game Start Button
Animal Friends
Action(s) Controls SNES Controller.png
Run (Rambi) Hold Y Button + +Control Pad left or right
Horn attack (Rambi) Run into an enemy
Flap (Expresso) B Button in midair
Swim (Enguarde) +Control Pad
Stab (Enguarde) Y Button / B Button
Dash (Enguarde)
Jump (Winky) B Button
Menus & world map
Action(s) Controls SNES Controller.png
Select item +Control Pad
Move (world map)
Confirm B Button / Start Button
Enter level
Exit previously cleared level Select Button while paused

Modes[edit]

When selecting a new file, the player can choose either single player or multiplayer; once the player selects a mode, they cannot change it unless they delete it and start a new one. In multiplayer, the first player controls Donkey Kong while the second player controls Diddy Kong. In multiplayer, if either Kong is hit, the other player must press a button to take over with their Kong. The game keeps a score for both players, to keep track of how many levels they have completed.

Icon Title Description
The 1 player icon for Donkey Kong in the player select screen for Donkey Kong Country One player A single player controls both Donkey Kong and Diddy Kong.
The 2 player contest icon in the player select screen for Donkey Kong Country Two player contest Two players compete to finish the most levels. The first player's Kong duo are normal, while the second player's Kongs are both yellow.
The 2 player team icon in the player select screen for Donkey Kong Country Two player team Two players cooperatively take turns playing through the levels. The first player controls Donkey Kong, while the second player controls Diddy. Players can change turns by switching the Kongs or by losing their Kong.

Characters[edit]

The Kongs[edit]

There are a few Kongs who help Donkey Kong and Diddy Kong along their journey, and they each appear in one of the supporting locations.

Playable
Sprite Character Summary
A sprite of Donkey Kong in Donkey Kong Country Donkey Kong The main hero of the game, who has a hoard of bananas under his tree house. Donkey Kong is much stronger and heavier than his partner, Diddy Kong, and can therefore defeat more powerful enemies. He also has his own move, the Hand Slap which can defeat certain enemies and reveal hidden objects.
Sprite of Diddy Kong in Donkey Kong Country. Diddy Kong This young ape is the best friend of Donkey Kong and a hero in training who sets out with Donkey Kong to recover the Banana Hoard during the events of the game. For what Diddy lacks in strength is compensated by being faster than Donkey Kong. However, his light weight keeps him from being able to defeat more powerful enemies in a single jump.
Supporting
Sprite of Candy Kong in Donkey Kong Country. Candy Kong The love interest of Donkey Kong, Candy runs a shack, where the player can save their game progress.
A sprite of Cranky Kong in Donkey Kong Country Cranky Kong Cranky Kong was the original Donkey Kong from the Donkey Kong arcade game. This old ape resides in Cranky's Cabin, where he gives the heroes random hints on how to complete the game. He is convinced that he is the best video game hero, and does not believe the apes can complete their adventure without his assistance.
A sprite of Funky Kong in Donkey Kong Country Funky Kong Funky Kong operates a flight service, where he allows Donkey Kong and Diddy to use his Jumbo Barrel to travel throughout areas of Donkey Kong Island.

The Good Guys[edit]

The supporting Kongs are not the only ones to aid Donkey Kong and Diddy in their quest; the wildlife also help. Each Animal Friend is imprisoned within an animal crate depicting their likeness. The Kongs can only use the Animal Friends in certain levels, meaning that they do not go over with the Kongs into the next level. Each buddy has different abilities, as shown below.

Sprite Character Summary Stages
First Last
Donkey Kong Country Rambi Rambi is able to ram into most enemies to defeat them, and he can also break entrances to hidden Bonus Levels along with sensitive walls. Jungle Hijinxs Manic Mincers
Sprite of Enguarde the Swordfish from the Donkey Kong Country SNES trilogy. Enguarde Exclusive to underwater stages, Enguarde's sharp bill can defeat most enemies along the way, which the Kongs cannot do alone. Coral Capers Poison Pond
Winky the Frog in Donkey Kong Country. Winky Winky can defeat most enemies by jumping on them, including Zingers, which damage the Kongs from this method. Winky also jumps very high, providing access to certain Bonus Levels and hidden areas. His high jumping function would be inherited by Rattly in Donkey Kong Country 2: Diddy's Kong Quest. Winky's Walkway Rope Bridge Rumble
Expresso the Ostrich in Donkey Kong Country. Expresso Expresso has the ability to dash through areas and glide downward. Temple Tempest Misty Mine
Squawks DKC sprite.png Squawks Squawks is the only non-rideable Animal Friend as well as the only without an Animal Token. 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. Torchlight Trouble

Enemies[edit]

Donkey Kong Country has a variety of enemies that try to defeat the Kongs throughout every level. Below shows the enemies' names, descriptions, and first and last level appearances.

The Bad Guys
An Army in Donkey Kong Country. Army An armadillo enemy who rolls up into a ball and charges at the Kongs to attack. Unlike Donkey, Diddy 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 jump attacks. Ropey Rampage Platform Perils
Gnawty.png A brown Gnawty. Gnawty Regular and weak beaver enemies. Gnawtys simply walk around, trying to hit the Kongs. All attacks can defeat the gray variants. However, the brown Gnawties ride on Millstones, protecting them from any attack. Jungle Hijinxs Platform Perils
Manky Kong in Donkey Kong Country. Manky Kong They were part of the Kong Family before being exiled. Manky Kongs attack by throwing an unlimited supply of barrels. Jumping and cartwheel attacks defeat them. Orang-utan Gang Loopy Lights
A Mini-Necky in Donkey Kong Country. Mini-Necky Small vultures that spit nuts at the Kongs to attack. They sometimes fly up and down to shoot nuts to different areas. Any attack can defeat a Mini-Necky. Vulture Culture Elevator Antics
Necky perched DKC.png Necky.png Necky Regular-sized vultures that either throw nuts when perched on high platforms or fly in place over large gaps, where they can be bounced on as platforms. Any attack can defeat a Necky. Jungle Hijinxs Platform Perils
A sprite of a Slippa in Donkey Kong Country. Slippa Red coral snakes that slither along the ground in cave areas. Any attack can defeat one. Reptile Rumble Misty Mine
Sprite of a yellow Zinger in Donkey Kong Country. An orange Zinger. A pink Zinger An green Zinger. Zinger Large wasps that fly all around certain areas. Their flight path often depends on the color of the Zinger: yellow moves vertically; orange moves horizontally; pink moves in a circular path; green moves in a u-shaped path. The only way to defeat Zingers is by hitting them with barrels or Animal Friends. Ropey Rampage Platform Perils
The Aquatic Bad Guys
Bitesize, a foe from Donkey Kong Country. Bitesize A piranha enemy that swims around in the water. Only Enguarde can defeat them. Coral Capers Poison Pond
A sprite of the enemy Chomps in Donkey Kong Country. Chomps Large, green shark enemies that function the same as Bitesizes and their junior counterparts, but are larger. Only Enguarde can defeat them. Coral Capers Croctopus Chase
Sprite of a Chomps Jr. in Donkey Kong Country. Chomps Jr. Small, blue shark creatures that behave like Bitesizes, aside from being slightly larger and faster. Only Enguarde can defeat them. Coral Capers Poison Pond
Sprite of a Clambo in Donkey Kong Country. Clambo A clam that spits pearls across the area, usually from outskirts of the level. Clambos can throw multiple pearls at a time. They cannot be defeated. Coral Capers Clam City
A purple Croctopus. Croctopus in Donkey Kong Country. Croctopus An octopus enemy that treads around underwater. The purple type moves in fixed patterns around blocks of coral reef. The blue type follows a set path, actively trying to hurt the Kongs. Croctopuses, like Clambos, cannot be defeated. Coral Capers Croctopus Chase
A Squidge in Donkey Kong Country. Squidge Jellyfish-like creatures that swim up and down in zigzag lines. They can be defeated by Enguarde. Croctopus Chase Poison Pond
The Kremlings
A sprite of a Klaptrap in Donkey Kong Country Sprite of a purple Klaptrap in Donkey Kong Country. Klaptrap Small, four-legged Kremlings that walk back and fourth, attempting to bite the Kongs with their sharp teeth; because of this, the Kongs cannot damage Klaptrap from rolling or cartwheeling into them from the front. Purple Klaptraps jump at the same time as the Kongs. Stop & Go Station Loopy Lights
Sprite of a Klump in Donkey Kong Country. Klump A strong Kremling that wears some military gear. A Klump's helmet protects it from being jumped on by Diddy, unlike Donkey Kong, though the aforementioned Kong can still defeat a Klump with a cartwheel attack. Jungle Hijinxs Platform Perils
A Krash in Donkey Kong Country. Krash Kremlings that ride inside of Mine Carts, on the same track as the Kongs, but in the opposite direction. The Kongs are left with no choice but to jump with the carts to avoid Krashes. A few Krashes wait in stationary mine carts, which the Kongs can hijack by defeating the Krash. Mine Cart Carnage Mine Cart Madness
A Kritter in Donkey Kong Country. A blue Kritter. A red Kritter. A yellow Kritter. A gray Kritter. Kritter The normal species and grunt soldiers of the Kremling Krew, Kritters are one of the most basic enemies, similarly to Gnawties, so any attack can defeat them. The movement behavior of a Kritter is determined by its color: green simply walks forward; blue jumps while moving forward; brown jumps vertically, but does not move forward; yellow jumps left and right; and gray hops forward a few times before making a long jump. Jungle Hijinxs Loopy Lights
Sprite of a blue Krusha in Donkey Kong Country A gray Krusha. Krusha Strong, muscular enemies unaffected by all of Diddy's regular attacks. Donkey Kong can defeat the blue Krushas only by jumping on it. Krusha laughs off any attack it is unaffected by. Gray Krushas are resistant to even Donkey Kong's normal attacks, but they can still be defeated by barrels. Millstone Mayhem Platform Perils
A sprite of a Rock Kroc in Donkey Kong Country. Rock Kroc A zombie-like Kremling that crouches into a ball shape when exposed to red light. While under a green light, Rock Krocs dash across areas and try to hit the Kongs. Because of their speed, they are considerably difficult to avoid when not under a red light, which can be triggered by hitting a Stop & Go Barrel. Stop & Go Station
Obstacles
Black drum Black drum A drum obstacle that launches out an unlimited number of a certain enemy species, such as Slippas and Gnawties. Only a TNT Drum can destroy it. Winky's Walkway Misty Mine
Sprite of a cannonball from Donkey Kong Country Cannonball Giant iron balls that fall across the screen sequentially when K. Rool performs his floor-slam attack. Gang-Plank Galleon
Sprite of a coconut launched by Necky and Mini-Necky from Donkey Kong Country Sprite of a coconut launched by Master Necky and Master Necky Snr. from Donkey Kong Country Coconut Projectiles that are either spit or thrown by the Necky family, either horizontally or in bouncing arcs. Jungle Hijinxs Necky's Revenge
Sprite of the Crownerang from Donkey Kong Country Crownerang K. Rool's crown, which he throws to attack, thought this renders him vulnerable to stomp attacks. Gang-Plank Galleon
Millstone Millstone Millstones are enormous invulnerable stone wheels ridden in by Gnawties. Millstone Mayhem Temple Tempest
A Mincer in Donkey Kong Country. Mincer A large, spiked tire obstacle that moves either in fixed patterns or remains still. They cannot be defeated by any attack. Torchlight Trouble Manic Mincers
An oil drum in Donkey Kong Country. Oil drum They are drum obstacle slightly wider than black drums. Oil drums release fire, either continually or at regular intervals. Only a TNT Barrel can destroy them. Torchlight Trouble Oil Drum Alley
Sprite of a pearl from Donkey Kong Country Pearl Projectiles spit by Clambos in groups of one to five. Coral Capers Clam City

The Bosses[edit]

There is a boss at the end of every world, and it guards a portion of the stolen bananas. Most bosses are a bigger version of a generic enemy. The bosses are listed below.

# Sprite Boss World and stage Summary
1 Very Gnawty in Donkey Kong Country. Very Gnawty Kongo Jungle - Very Gnawty's Lair A giant Gnawty who jumps around, trying to hit the Kongs. It must be jumped on five times to defeat. With each hit, Very Gnawty moves faster.
2 Master Necky in Donkey Kong Country. Master Necky Monkey Mines - Necky's Nuts A giant Necky who creeps its head out of the four corners of the screen, spitting coconuts. He spits nuts faster when jumped on, but becomes defeated after being jumped on five times.
3 Queen B. in Donkey Kong Country. Sprite of Queen B. mad from Donkey Kong Country Queen B. Vine Valley - Bumble B. Rumble A giant Zinger who flies around the arena. When hit by a barrel, she turns red and invincible temporarily, rampaging up and down. After five hits, Queen B. is defeated.
4 Really Gnawty in Donkey Kong Country. Really Gnawty Gorilla Glacier - Really Gnawty Rampage A boss who both acts like and resembles Very Gnawty. However, Really Gnawty is much faster, and he can jump much higher when angry. Like the previous three bosses, Really Gnawty is defeated after five hits.
5 Dumb Drum in Donkey Kong Country. Dumb Drum Kremkroc Industries Inc. - Boss Dumb Drum A giant black drum that tries to crush the Kongs before spawning a few of an enemy species, in order of: Kritters, Slippas, Klaptraps, Klumps, and Armys. Once all enemies are defeated, Dumb Drum explodes in defeat.
6 Master Necky Snr. in Donkey Kong Country. Master Necky Snr. Chimp Caverns - Necky's Revenge A boss similar to Master Necky except he spits coconuts much faster. Whenever he takes damages, Master Necky Snr. spits out more more of them during one session. After five hits, Master Necky Snr. is defeated.
7 Sprite of King K. Rool in Donkey Kong Country King K. Rool Gang-Plank Galleon The king of the Kremlings, K. Rool is the final boss and the one who stole the banana hoard. His attacks include throwing his crown, jumping on the Kongs, and causing cannonballs to rain down from above. While K. Rool is without his crown, the Kongs can jump on him to attack.

Items[edit]

Sprite Item Description
The sprite of a Banana from the Donkey Kong Country trilogy on Super Nintendo. Bananas The most common of the items, bananas are scattered throughout all levels except boss levels. They function exactly like coins from the Super Mario series, since collecting 100 of them can be collected for an extra life.
Sprite of a Banana Bunch from the original Donkey Kong Country trilogy Banana Bunches Each is worth ten Bananas when collected, making them similar to the 10 Coin.
Sprite of a giant banana from Donkey Kong Country Giant bananas A giant banana is held by each boss. Claiming one marks the completion of one of the game's worlds.
An animal token of Enguarde in Donkey Kong Country An animal token of Expresso in Donkey Kong Country An animal token of Rambi in Donkey Kong Country An animal token of Winky in Donkey Kong Country Animal tokens Special tokens designed in the likeness of every Animal Friend except Squawks. If three of one kind is collected, the Kongs are taken to a bonus area where they must collect many smaller Animal Tokens with the same Animal Friend as the one carved in the collected tokens.
Sprite of a mini Animal Token of Enguarde from Donkey Kong Country Sprite of a mini Animal Token of Expresso from Donkey Kong Country A mini Animal Token of Rambi in Donkey Kong Country Sprite of a mini Animal Token of Winky from Donkey Kong Country Mini Animal Tokens Hundreds of them fill the Animal Friend bonus stages. An extra life is earned for every one hundred of them collected.
Sprite of a big Animal Token of Enguarde from Donkey Kong Country Sprite of a big Animal Token of Expresso from Donkey Kong Country
Sprite of a big Animal Token of Rambi from Donkey Kong Country Sprite of a big Animal Token of Winky from Donkey Kong Country
Big Animal Tokens A single Big Animal Token is hidden in each of the Animal Friend-themed bonus stages. Collecting it doubles the held amount of Mini Animal Tokens.
A Life Balloon in Donkey Kong Country. A 2-Up Balloon from Donkey Kong Country A Blue Balloon from Donkey Kong Country Donkey Kong Balloons Directly copying 1-Up Mushrooms from the Super Mario series, Donkey Kong Balloons give an extra life when collected. The balloons appear in red, blue, and green colors The red type rewards only an extra life; the green type rewards two lives; and the rare blue Extra Life Balloons rewards three lives, just as the 3-Up Moon does in Super Mario World.
The letter K in Donkey Kong Country. The letter O in Donkey Kong Country. The letter N in Donkey Kong Country. The letter G in Donkey Kong Country. K-O-N-G Letters Four of these special objects are hidden in all stages except boss stages, and each letter put together spells the word "KONG." If the Kongs 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, then the O, then the N, and the letter G is found last. Certain Bonus Levels involve spelling out a word with letters that resemble the K-O-N-G Letters.

Objects[edit]

Mechanisms[edit]

Sprite Mechanism Description
Enguarde Box in Donkey Kong Country. Expresso Crate in Donkey Kong Country Rambi Crate in Donkey Kong Country. Squawks Crate in Donkey Kong Country. Winky Crate in Donkey Kong Country. Animal crates Somewhat common crates that contain Animal Friends. They appear in certain levels, and sometimes also in Bonus Levels The type of Animal Friend freed from the crate depends on which one is pictured.
Sprite of an Arrow Sign from Donkey Kong Country Arrow Signs These signs indicate the Kongs are approaching the end of a stage.
Sprite of a generic stone elevator from Donkey Kong Country Sprite of a generic stone elevator from Donkey Kong Country Sprite of an elevator in a ruins stage from Donkey Kong Country Sprite of an elevator in Elevator Antics from Donkey Kong Country
A Platform from Kremkroc Industries, Inc. factory stages in Donkey Kong Country. Sprite of a rail-based elevator in Trick Track Trek from Donkey Kong Country Sprite of a rail-based elevator in Tanked Up Trouble from Donkey Kong Country
A collapsible Platform in Donkey Kong Country. Sprite of an arrow-marked elevator from Donkey Kong Country Sprite of an arrow-marked elevator from Donkey Kong Country
Elevators Lifts vary in function: Some are stationary; some move back and forth over gaps; and some move vertically. In later levels, there are platforms with an arrow on them, and stepping on it takes the Kongs in the direction the arrow is pointed. There are certain moving platforms in Tanked Up Trouble, and these run on fuel canisters.
Sprite of an Exit sign from Donkey Kong Country Exits These signs indicate the Kongs have reached the end of a stage.
A Mine Cart in Donkey Kong Country. Sprite of a tipped Mine Cart from Donkey Kong Country Mine Carts Mine Carts appear only in two levels. They automatically begin to move on the track when entered. The Kongs can jump with the Mine Cart to go over obstacles, especially pits and Krashes
A Rope in Donkey Kong Country. Ropes Ropes can be climbed up and down on to progress. Most of them swing over wide pits so that the Kongs can get across. Slipslide Ride uniquely has blue and purple ropes that move the Kongs up and down, respectively.
A round Tire in Donkey Kong Country. Sprite of a light, round tire from Donkey Kong Country Half of a Tire in Donkey Kong Country. Sprite of a partial light tire from Donkey Kong Country Tires Tires appear in many levels and bounce the Kongs high up. Half tires are stuck in the ground, whilst whole tires can be pushed around.

Barrels[edit]

Many different barrels appear throughout this game, each having a different purpose and use. Below shows these uses on the barrels.

Playable
Sprite Barrel Summary
Sprite of a Barrel in Donkey Kong Country. Regular Barrels Very common barrels with steel rings. They can not only be thrown at enemies, but also roll upon hitting the ground, up until hitting an enemy or hitting a breakable wall.
A Vine Barrel as it appears in Donkey Kong Country Vine Barrels They are just like regular barrels except they break instantly when hitting with the ground instead of rolling.
Sprite of a DK Barrel in Donkey Kong Country. DK Barrels Either one or a few of these barrels appear in every stage. If one of the Kongs is missing, the current Kong can break one of these barrels to return their partner. However, DK Barrels only appear in certain parts of the level. If both Kongs are available, the DK Barrel functions exactly like a Vine Barrel.
A steel keg from Donkey Kong Country. Steel kegs Durable, silver colored barrels made of steel. Steel kegs can roll into an unlimited number of enemies in its path without breaking and bounce off of walls. It is possible ride on top of a steel keg.
Sprite of a TNT Drum in Donkey Kong Country. TNT Drums Barrels that explode upon being thrown. They can destroy enemies, including Krushas, and break through sensitive walls.
Enterable barrels
A Barrel Cannon from Donkey Kong Country (SNES) Barrel Cannons They can shoot the Kongs over gaps or to other Barrel Cannons. Some may also move in a specific direction as first seen in Barrel Cannon Canyon.
An auto-fire Barrel Cannon from Donkey Kong Country (SNES) Blast Barrels Barrel Cannons that automatically fires the Kongs when entered, and some Blast Barrels send them to a bonus room or near the end of the level.
Sprite of the Jumbo Barrel in Donkey Kong Country. Jumbo Barrel It can be rented on the world map from Funky's Flights and fly the Kongs around to any place they have visited.
Sprite of a Barrel in Donkey Kong Country. Save barrel Found only at Candy's Save Point, jumping into the save barrel saves the game progress.
Triggerable barrels
Sprite of a Barrel in Donkey Kong Country. Continue Barrels One appears around the middle point of every stage, excluding boss stages. They are a checkpoint, so if the player loses a life, they can restart from where the Star Barrel is located.
Sprite of a Barrel in Donkey Kong Country. Roulette Barrels Roulette Barrels float in groups in the air of certain bonus rooms. In some challenges, they switch between displaying different items that stop when touched, and as such need matched (or in some cases spell the word "KONG"), or they may switch a Donkey Kong Balloon around in a shell game-type manner where the final location must be guessed.
Sprite of a stopped Stop & Go Barrel in Donkey Kong Country. Sprite of a going Stop & Go Barrel in Donkey Kong Country. Stop & Go Barrels These barrels appear only in Stop & Go Station, where they are used to control the lights. Go Barrels make the lights illuminating the level green, while Stop Barrels make them red. Hitting the Stop Barrels also makes the Rockkrocs in the level stop moving when on STOP and begin to move again when the Stop & Go Barrel changes to GO.
Sprite of an off ON/OFF Barrel in Donkey Kong Country. Sprite of an on ON/OFF Barrel in Donkey Kong Country. ON/OFF Barrels These barrels appear only in Loopy Lights and act almost like Stop and Go Barrels, except the barrels affect the lighting of the stage.
Sprite of a one-dot fuel canister from Donkey Kong Country A three-dotted fuel canister in Donkey Kong Country. Sprite of a five-dot fuel canister from Donkey Kong Country Fuel canisters These barrels appear only in Tanked Up Trouble, where they provide fuel for the platforms, otherwise they will fall off of the stage.

Supporting locations[edit]

Three other members of the Kong clan assist Donkey and Diddy while they are adventuring.

Screenshot Location Owner Summary
CrankyCabin.png Cranky's Cabin Cranky Kong Cranky rambles a lot, complaining about how games were better in his heyday, while divulging level hints in the process.
Funky's Flights Funky's Flights Funky Kong The Kongs can rent the Jumbo Barrel and travel to any other area.
CandySavePoint DKC.png Candy's Save Point Candy Kong The Kongs can jump into a save barrel to save the player's progress.

Levels[edit]

Kongo JungleMonkey MinesVine ValleyGorilla GlacierKremkroc Industries, Inc.Chimp CavernsGang-Plank GalleonDonkey Kong Country - New version of the DKCMap.jpg file, but this time in PNG. Thanks, Scrooge200!
Click a level icon to open the relevant article.

Donkey Kong Country features many levels that the Kongs have to complete before they can reach the boss stage within a world, much like the sidescrolling games of the Super Mario series. Each world features five to six levels and one boss stage. Every non-boss level is home to possibly up to five Bonus Levels, which can optionally be found to finish the game 100%, or to simply collect extra goodies such as Banana Bunches. Every level also has its own theme, or "environment," such as jungles, caves, or factory. A head of either Donkey Kong or Diddy Kong appear on the location of every world and level, corresponding to the Kong who completed it. A Kritter head appears only on the next level or world that has not been completed yet.

Most levels have bonus rooms in them, two or three on average. They allow the Kongs to collect items and prizes. Entering every bonus room is required to achieve 101% completion.

Levels
Kongo Jungle
# Level Bonus rooms Type of level Music theme
1 Jungle Hijinxs 2 Jungle DK Island Swing
2 Ropey Rampage 2 Jungle DK Island Swing
3 Reptile Rumble 3 Cave Cave Dweller Concert
4 Coral Capers 0 Underwater Aquatic Ambiance
5 Barrel Cannon Canyon 2 Jungle DK Island Swing
6 BOSS LEVEL: Very Gnawty's Lair 0 Boss arena Bad Boss Boogie
Monkey Mines
# Level Bonus rooms Type of level Music theme
7 Winky's Walkway 1 Walkway Life in the Mines
8 Mine Cart Carnage 0 Minecart/Mineshaft Mine Cart Madness
9 Bouncy Bonanza 2 Cave Cave Dweller Concert
10 Stop & Go Station 2 Mineshaft Misty Menace
11 Millstone Mayhem 3 Ruins Voices of the Temple
12 BOSS LEVEL: Necky's Nuts 0 Boss arena Bad Boss Boogie
Vine Valley
# Level Bonus rooms Type of level Music theme
13 Vulture Culture 3 Forest Forest Frenzy
14 Tree Top Town 2 Treetops Treetop Rock
15 Forest Frenzy 2 Forest Forest Frenzy
16 Temple Tempest 2 Ruins Voices of the Temple
17 Orang-utan Gang 5 Jungle DK Island Swing
18 Clam City 0 Underwater Aquatic Ambiance
19 BOSS LEVEL: Bumble B. Rumble 0 Boss arena Bad Boss Boogie
Gorilla Glacier
# Level Bonus rooms Type of level Music theme
20 Snow Barrel Blast 3 Snow Northern Hemispheres
21 Slipslide Ride 3 Ice cave Ice Cave Chant
22 Ice Age Alley 2 Snow Northern Hemispheres
23 Croctopus Chase 0 Underwater Aquatic Ambiance
24 Torchlight Trouble 2 Cave Cave Dweller Concert
25 Rope Bridge Rumble 2 Treetops Treetop Rock
26 BOSS LEVEL: Really Gnawty Rampage 0 Boss arena Bad Boss Boogie
Kremkroc Industries, Inc.
# Level Bonus rooms Type of level Music theme
27 Oil Drum Alley 4 Factory Fear Factory
28 Trick Track Trek 3 Walkway Life in the Mines
29 Elevator Antics 3 Cave Cave Dweller Concert
30 Poison Pond 0 Underwater Aquatic Ambiance
31 Mine Cart Madness 3 Minecart/Walkway Mine Cart Madness
32 Blackout Basement 2 Factory Fear Factory
33 BOSS LEVEL: Boss Dumb Drum 0 Boss arena Bad Boss Boogie
Chimp Caverns
# Level Bonus rooms Type of level Music theme
34 Tanked Up Trouble 1 Walkway Life in the Mines
35 Manic Mincers 2 Cave Cave Dweller Concert
36 Misty Mine 2 Mineshaft Misty Menace
37 Loopy Lights 2 Mineshaft Misty Menace
38 Platform Perils 2 Walkway Life in the Mines
39 BOSS LEVEL: Necky's Revenge 0 Boss arena Bad Boss Boogie
Gang-Plank Galleon
# Level Bonus rooms Type of level Music theme
40 BOSS LEVEL: Gang-Plank Galleon 0 Ship Gang-Plank Galleon

In addition to saving at a world's Save Point, the Kongs can also use Funky's Flights to save at a previous world (except in the first world). In each world, they can save after every level once they encounter either of these amenities.

Differences in other versions[edit]

TCRF article: Donkey Kong Country (SNES)/Version Differences

Three different versions are known to exist for the North American release.

V1.1

In Trick Track Trek, the moving platform does not fall instantly once it reaches the end of the line. Otherwise, it is v1.0.

V1.2 (Player's Choice)

In Coral Capers, there is a gap between the Continue Barrel and lower platform.[16] Otherwise, the game is at most v1.1.[17]

Japanese

Glitches[edit]

Main article: List of Donkey Kong Country glitches

Enguarde color swapping[edit]

First, the player has to go to Croctopus Chase. Then, after the parts where the Kongs are carried from one place to another by the blast barrels, the Kongs will have to find Enguarde and get on him. Then the player has to go back through the level until the Kongs reach the last blast barrel that the apes were shot from. By simply getting in that barrel and getting fired out, the player can perform four different glitches:

  1. The first of these is that Diddy will be walking, not swimming, behind Donkey Kong. The player can get off Enguarde and swim to his side. Then the player must press select. If done correctly, the camera will freeze and Diddy alone will be able to walk around as if it were a land level.
  2. While still frozen, the player could jump back on Enguarde. Diddy should turn into a greenish-blue color and hover in mid-air. This allows the player to control Enguarde by himself, which results in the Kongs being left behind if the player continues on through the level.
  3. While on Enguarde, the player can press Y Button and then A Button once quickly after. Enguarde should turn into another greenish-blue Diddy that the player will be able to control. If the player touches the other floating Diddy it will turn the player back into Enguarde.
  4. While using Enguarde once again, the player needs to press the A Button quickly and repeatedly; it will permanently turn him into a reddish color with either DK or Diddy following behind.

As this new red Enguarde, the player has to have Diddy follow behind him (if Donkey is behind the player, the player will have to press A Button twice and the Kongs should switch). Then, the player has to press Y Button and the player then has to press A Button. This results in Enguarde transforming into an oddly colored Donkey Kong that hovers in the air while the player is left controlling the Kongs once again. The player can redo this with DK following behind the player while the player is controlling Enguarde, and a normally colored Diddy should be hovering in the air instead of the oddly colored Donkey Kong.

Quotes[edit]

Main article: List of Donkey Kong Country quotes

Candy Kong[edit]

  • "Hi, I'm Candy Kong and this is my Save Point!"
  • "If you want to save your current game, just jump into my spinning save barrel!"
  • "Hello guys, got anything worth saving?"
  • "Wow! You guys really came a long way! Save your game now, while you have the chance!"
  • "Yoo-hoo, Honey Kong! Now's a good time to save where you've gotten to!"
  • "It must have been hard work for you to come all this way! Why not save your game?"
  • "Can I help you monkeys save your game?"
  • "How would you like a quick spin in my save barrel?"

Soundtrack[edit]

The game's soundtrack was released in Japan under the title Super Donkey Kong Game Music CD Jungle Fantasy. This album has a total of 28 tracks, including most of the original soundtrack of the game and seven new arrangements by Yoshiyuki Ito. A different album, entitled DK Jamz, was released in the United States, Germany, and France. The latter features 23 or 25 tracks depending on the version, including some omitted from the Japanese soundtrack. It also features one of the Yoshiyuki Ito covers, although Ito is not credited.

Development[edit]

The lead-up to Donkey Kong Country's creation started in the summer of 1993. While visiting Rare as a part of a globe-travelling journey to find potential quality games in development, Tony Harman of Nintendo of America saw a tech demo, tentatively called Brute Force,[18] showing an animated, computer-rendered boxer fighting a prototypical version of Orchid. Rare was experimenting with 3D animation at the time as they found the then-popular digitization technique too restrictive.[19] Impressed by the demo, Harman lobbied for Nintendo to collaborate with Rare, and, with the help of Genyo Takeda and Shigeru Miyamoto, managed to convince them. Nintendo approached Rare with the mandate to make a game that would have "better graphics than Aladdin"[20] (specifically referring to the popular 1993 Sega Genesis game, which was lauded for its impressive graphics and animation hand-drawn by Disney animators).[21] They recommended that it should star Donkey Kong, as they thought that the character and his universe were less explored than other Nintendo properties and that thus Rare could have greater creative freedom while making the game.[19]

A team of 12 people were assembled for the project, which was the most Rare had assigned for a single game at the time. Gregg Mayles cited Super Mario Bros. 3 as his chief inspiration,[20] saying that he wanted to imitate its structure while also providing smooth and flowing level designs that skilled players could navigate quickly. A team of developers were sent to the nearby Twycross Zoo to observe the movements of real gorillas, but found that it would not suited to the fast-paced platformer that they wanted to make.[20] The team created around fifteen different styles of movement for Donkey Kong, including ones based on rabbits and frogs, before arriving at the current animations, based loosely on the movements of horses.[20] The Kremlings originated from another project Rare was developing at the same time (which, according to Rareware employee Gregg Mayles, was from a canceled adventure game named Jonny Blastoff and the Kremling Armada[22][23]), but were transplanted into the game as Rare found that they were a good fit for Donkey Kong Country's aesthetic.[19] The developers also wanted the screen to be as "clutter-free" as possible, which lead to the creation of a "buddy" character so that the player could take more than one hit, inspired by the "big Mario returns to little Mario" system of the Super Mario games.[20] Donkey Kong Jr. was first considered for the role, but he was changed into a separate character as Nintendo felt Rare's redesign looked too different.[20]

When Donkey Kong Country was demonstrated at Summer CES 94, Nintendo of America had arranged the press conference to have people assume that the game was running off an early version of the then-upcoming Ultra 64 in order to further impress those who would not believe that it was capable of running on a 16-bit console.[24][25]

Rare demoed an early version of the game at Nintendo's headquarters in Kyoto. Reception of the demo was mixed, with Gunpei Yokoi remarking that the game looked "too 3D".[20] However, Shigeru Miyamoto approved of what was done with the project. He and his staff gave advice to Rare on how to improve the game, with one of the results being the implementation of the Hand Slap move a few weeks before completion.[20]

Reception[edit]

At the time of its release, Donkey Kong Country received universal acclaim by critics and audiences, with the game being praised for its visuals, controls, and replayability. The massive hype it received due to its innovative use of pre-rendered 3D sprites and subsequent commercial success has been credited with extending the SNES's lifespan and help the system stay relevant in the face of the next-generation Sega Saturn and PlayStation consoles.[26]

Following Rare's acquisition by Microsoft, Donkey Kong Country experienced a period of backlash. Electronic Gaming Monthly placed the game in their top 10 overrated games list (despite the publication previously awarding it the 1994 Game of the Year award), and, in their review of the GBA version, stated that the game did not hold up. Similarly, GameSpy placed it ninth on their list of the top 25 most overrated games of all time.[27] Regardless, the Game Boy Advance and Virtual Console re-releases were still positively received.

Reviews
Release Reviewer, Publication Score Comment
SNES George Wood, Flight of Fantasies n.d "Donkey Kong Country is truly perfect. If you do not get this amazing new generation of Donkey Kong Country madness, you are stupid. Yes, I know it's insulting, but that's also the truth. If you're a true video game fan, you will not hesitate in the slightest bit to buy this piece of gaming history."
SNES Mr. Goo, Die Hard Game Fan 100/100 "When you see Donkey Kong Country for the first time, you'll do what I did ... turn into a blabbering, drooling idiot! This is the most amazing 16-bit game yet, and that's a fact. Simply everything about DKC is kick-butt rocking magnificent ... you'd swear it was 32-bit. If you possess a SNES, you have no excuse not to buy this game NOW."
SNES Nintendo Power 4.4/5 "The ultimate graphics in the best action adventure game ever for the Super NES or any other video games system. It's simply the best. Battery backed-up memory. 100 bonus areas. MINUS: Players may miss many of the bonus areas and think the game is shorter than it really is. (You must try everything to get the full impact!"
Wii Lucas M. Thomas, IGN 8.5/10 "A sacrifice may be offered of some of your nostalgic feelings for this title, as its revolutionary-in-1994 visuals aren't as spectacular any more, now in 2007. But DKC's gameplay is still a lot of fun, and it's still easy to see why this was the game that saved the Super."
Wii Damien McFerran, Nintendo Life (formerly VC Reviews) 9/10 "Over a decade has passed since this game's original release and although some of the shine has dulled it still manages to impress. Although it's not in the same league as the sublime Super Mario World, Donkey Kong Country still ranks as one of the better SNES platformers and is a worthy download on the Virtual Console."
Aggregators
Compiler Platform / Score
GameRankings SNES - 88.94%

Sales[edit]

Donkey Kong Country ended up selling 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 9.3 million copies worldwide, making it the third best-selling game on the Super Nintendo, following Super Mario World and Super Mario All-Stars.[28] To date, it is the best-selling Donkey Kong game and overall Rare's best-selling game.[29]

References to other games[edit]

  • Donkey Kong - Cranky Kong is said to be the Donkey Kong from this game who fought Mario in some of his own games.[30] The oil drums from the first stage of this game were also featured in Donkey Kong Country at Oil Drum Alley. In addition, the intro of the game has Cranky Kong listening to and operating a phonogram that is playing the theme song for the Nintendo Entertainment System version of Donkey Kong in a background resembling the iron bars from the original game before Donkey Kong drowns out the music with his boom box and proceeds to knock Cranky Kong out of the area, revealing that the setting is actually within the jungle, further implying Cranky Kong's connection to the original Donkey Kong.

References in later games[edit]

Pre-release and unused content[edit]

Main article: List of Donkey Kong Country pre-release and unused content

Early previews video show minor differences, such as items in different spots, different level palettes, and the Krusha and Klump enemies being invulnerable to attacks that they are vulnerable to in the final game.

Unused data still present on the cartridge include several sprites (including one enemy featured in the sequel), enemy palettes swaps and an early script which depicts Cranky Kong as a friendlier character.

Staff[edit]

Main article: List of Donkey Kong Country staff

Donkey Kong Country was developed by a team of 12 people, the largest development staff of any Rareware game at that point. Rareware co-founder Tim Stamper was the director while Gregg Mayles served as the designer.

The game had a team of three composers working on it. Eveline Fischer composed the tracks "Simian Segue", "Candy's Love Song", "Voices of the Temple", "Forest Frenzy", "Treetop Rock", "Northern Hemispheres", and "Ice Cave Chant". Robin Beanland's sole contribution was the Funky's Flights theme (a holdover from the arcade version of Killer Instinct,[31] featuring a vocal sample by Robin Beanland).[32] David Wise handled the rest of the soundtrack.[33]

Nintendo eShop description[edit]

After a dark and stormy night, Donkey Kong finds all of his bananas stolen by

K. Rool and his reptilian crew of Kremlings! Armed with chest-pounding muscle, mighty barrel rolls, and awesome vine-swinging skills, Donkey Kong and Diddy Kong set out to face their adversaries!

Play solo, compete with a friend, or play cooperatively with a friend in over 100 levels filled with collectibles and hidden bonus levels. With the help of Donkey Kong's quirky family, animal friends, and your fast reflexes, our dynamic duo will prove to be an unstoppable force.

Time to save those bananas!

Gallery[edit]

For this subject's image gallery, see Gallery:Donkey Kong Country.

Media[edit]

For a complete list of media for this subject, see List of Donkey Kong Country media.
Help:MediaHaving trouble playing?

Names in other languages[edit]

Language Name Meaning Notes
Japanese スーパードンキーコング[?]
Sūpā Donkī Kongu
Super Donkey Kong
Chinese (simplified) 超级咚奇刚[?]
Chāojí Dōngqí Gāng
Super Donkey Kong
Chinese (traditional) 超級咚奇剛[?]
Chāojí Dōngqí Gāng
Super Donkey Kong
French Donkey Kong Country[?] -
German Donkey Kong Country[?] -

References[edit]

  1. ^ Donkey Kong Country. Rarewhere (British English). Archived May 29, 1998, 16:16:39 UTC from the original via Wayback Machine. Retrieved August 2, 2020.
  2. ^ 1994. Donkey Kong Country Commercial. Retrieved May 6, 2024.
  3. ^ https://www.nintendo.com/en-gb/Games/Super-Nintendo/Donkey-Kong-Country-276896.html
  4. ^ スーパードンキーコング. Nintendo (www.nintendo.co.jp) (Japanese).
  5. ^ Dentifritz. Super Donkey Kong (KOR). Scanlines16.com (French). Retrieved June 6, 2024. (Archived June 6, 2024, 19:44:10 UTC via archive.today.)
  6. ^ Nintendo 公式チャンネル (July 8, 2020). ファミリーコンピュータ & スーパーファミコン Nintendo Switch Online 追加タイトル [2020年7月]. YouTube (Japanese). Retrieved July 8, 2020.
  7. ^ Nintendo (July 8, 2020). NES & Super NES - July Game Updates - Nintendo Switch Online. YouTube. Retrieved July 8, 2020.
  8. ^ @NintendoEurope (July 8, 2020). "More #SuperNES and #NES games will arrive on 15/07 for #NintendoSwitchOnline members, including the 1994 classic #DonkeyKong Country!". X. Retrieved July 8, 2020.
  9. ^ NintendoAUNZ (July 12, 2020). "More #SuperNES and #NES games will arrive on 15/07 for #NintendoSwitchOnline members, including the 1994 classic #DonkeyKong Country!". X. Retrieved July 12, 2020.
  10. ^ Family Computer & Super Famicom - Nintendo Switch Online. Nintendo HK. Retrieved July 17, 2020.
  11. ^ NES & Super NES - Nintendo Switch Online (Shown in Copyrights). Nintendo Korea. Retrieved July 17, 2020.
  12. ^ 1994. DKC Exposed: The Making of Donkey Kong Country. Nintendo Power. Retrieved October 5, 2019.
  13. ^ 1994. Donkey Kong Country instruction booklet. Nintendo of America. Page 32.
  14. ^ Femmel, Kevin (November 16, 2012). "Nintendo removing all Donkey Kong Country games from Virtual Console". Gimme Gimme Games. Retrieved May 6, 2024. (Archived December 6, 2015, 04:44:00 UTC via Wayback Machine.)
  15. ^ 1994. Donkey Kong Country instruction booklet. Nintendo of America (American English). Page 4-7.
  16. ^ v1.2Media:DKC V1 2.png
  17. ^ v1.1Media:DKC V1 1.png
  18. ^ Shesez (November 21, 2019). The Donkey Kong Country 25th Anniversary Interview Documentary (05:34). YouTube. Retrieved August 8, 2023.
  19. ^ a b c September 1994. "The Making of Donkey Kong Country" - Nintendo Power Issue 64. Nintendo of America (American English).
  20. ^ a b c d e f g h February 20, 2012. "The Making Of Donkey Kong Country. (Archived March 6, 2016, 02:32:07 UTC via Wayback Machine.)
  21. ^ Shesez (November 21, 2019). The Donkey Kong Country 25th Anniversary Interview Documentary (00:31:23). YouTube. Retrieved August 8, 2023.
  22. ^ Ayden_ (July 5, 2017). "Les coulisses de Donkey Kong Country : Des gorilles et des hommes". Jeuxvidéo.com. Retrieved July 31, 2017.
  23. ^ Gregg Mayles (@Ghoulyboy) (September 2, 2015). @MFWolfe42 @WinkySteve @BringBackKRool @Kevbayliss yes, that's right.. X. Retrieved July 31, 2017.
  24. ^ "Nintendo of America stunned everybody at the 1994 Consumer Electronics Show (CES) held in Chicago when DKC was announced, because no-one could believe it was running off a 16-bit machine. In fact NOA especially arranged the press conference in order to have people assume that they were watching an early demo of Nintendo′s Ultra 64!" – June 1995. Nintendo Magazine System (UK) Issue #33. Page 57.
  25. ^ Shesez (November 21, 2019). The Donkey Kong Country 25th Anniversary Interview Documentary (01:03:47). YouTube. Retrieved August 8, 2023.
  26. ^ Jeremy Parish (August 8, 2016). Donkey Kong Country, Gaming's Biggest Bluff. USGamer. Retrieved September 26, 2017.
  27. ^ GameSpy Staff (September 15 - 20, 2003). 25 Most Overrated Games of All Time. GameSpy. (Archived January 13, 2007, 04:58:44 UTC via Wayback Machine.)
  28. ^ Donkey Kong Country (SNES) Sales Data. VGChartz. (Archived June 12, 2010, 01:34:10 UTC via Wayback Machine.)
  29. ^ Provo, Frank (June 11, 2003). GameSpot Review. GameSpot. (Archived June 14, 2003, 09:04:42 UTC via Wayback Machine.)
  30. ^ "In his heyday, Cranky was the original Donkey Kong who battled Mario in several of his own games." – 1994. Donkey Kong Country Instruction Booklet. Nintendo of America. Page 6.
  31. ^ jared mckinney (August 14, 2008). Killer Instinct Arcade Promo (rare). YouTube. Retrieved February 2, 2014.
  32. ^ Shesez (November 21, 2019). The Donkey Kong Country 25th Anniversary Interview Documentary. YouTube. Retrieved August 8, 2023.
  33. ^ December 21, 2005. Rare: Scribes. Rare Official Website. (Archived December 27, 2005, 09:17:31 UTC via Wayback Machine.)

External links[edit]