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Donkey Kong Country: Difference between revisions

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*After meeting Funky (who also has different music) once, he can be summoned anytime on the world map.
*After meeting Funky (who also has different music) once, he can be summoned anytime on the world map.
*From [[Monkey Mines]] onward, the maps have been redesigned. The world maps are also zoomed in more.
*From [[Monkey Mines]] onward, the maps have been redesigned. The world maps are also zoomed in more.
**On the world map, the Kongs follow curved pathways between each level rather than in straight lines. The banana peels marking them are also clearer.
**On the world map,  rather than in straight lines, the Kongs follow curved pathways between each level, similar to the sequels. The flashing ovals that mark the path are replaced with banana peels.
*Some of the level backgrounds are edited:
*Some of the level backgrounds are edited:
**At the end of [[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]], the time of day does not change to night, unlike in the original.
**At the end of [[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]], the time of day does not change to night, unlike in the original.

Revision as of 20:00, January 2, 2021

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 Donkey Kong Classics, see Donkey Kong Classics.

Template:Infobox Donkey Kong Country, known in Japanese as Super Donkey Kong, is a side-scrolling platform game for the Super Nintendo Entertainment System released in 1994. It was developed by Rareware 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 reintroduced the Donkey Kong series (alongside the 1994 Game Boy game released a few months prior) after a nearly decade-long hiatus. The game also introduced Donkey Kong's modern design, his supporting cast and enemies, musical cues, and gameplay mechanics that most of the following Donkey Kong games as well as Donkey Kong's appearances in Mario spin-off titles would build upon. The game's success spawned multiple sequels and spin-offs, a 40-episode 3D animated series, a chapter book adaptation, manga adaptations in Mario-related publications such as Kodansha's Super Mario manga and Super Mario-Kun, and other merchandise. Donkey Kong Country was notable because of its pre-rendered sprites that were converted from 3D CGI models on Silicon Graphics workstations[1], inspiring future video games to do the same.

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 feature some extra Bonus Games 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, for reasons unknown, Donkey Kong Country and its sequels were delisted from the Wii Virtual Console[2], but on October 30, 2014, the games were relisted in Europe and Australia. Around the same time, Donkey Kong Country was released on the Wii U's Virtual Console in Europe and Australia, in Japan in November 2014, and in the United States and Canada in February 2015. For handhelds, the game was ported exclusively to the New Nintendo 3DS's Virtual Console in March 2016, and on the Nintendo Switch's Super Nintendo Entertainment System - Nintendo Switch Online application on July 15, 2020. It is one of the 21 games included on the Super NES Classic Edition.

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, and the carts have since become a collector's item.

Story

“I'll hunt them down through every part of my island, until I have every banana from my hoard back!!”
Donkey Kong
Diddy Kong guarding the banana hoard in the Game Boy Advance intro for Donkey Kong Country.
Diddy guards the banana hoard at the start of the game

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 Kong wakes up Donkey Kong to tell him of the missing bananas from the banana hoard in the Game Boy Advance intro for Donkey Kong Country.
Cranky wakes up Donkey Kong to tell him about the stolen bananas

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.[3]

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 a large pirate ship, the Gangplank Galleon, where 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.

In the Game Boy Advance remake, the introduction cutscene for starting a new save file is an abridged version of the instruction booklet story. The ending to the remake was altered; after King K. Rool's defeat, Cranky, Funky, and Candy congratulate Donkey Kong and Diddy Kong on their victory. King K. Rool soon recovers, forces them off the ship and sails away, vowing to return.

Gameplay

The game introduces the "tag-team" system, where Donkey Kong and Diddy Kong follow each other throughout the levels. The Kong in front is the one currently in play, while the other Kong follows behind. If the Kong in play is injured, he quickly runs off the screen (or falls off the screen in the Game Boy Color and Game Boy Advance remakes), and the other takes its place. If this happens, only one Kong is on the screen at a time. If the lone Kong is injured by an enemy, the player loses an extra life and must restart the level either from the start or from the activated Continue Barrel. Any Kong that is missing can be recovered from a DK Barrel. When either the Kongs are freed from a DK Barrel, he goes behind the Kong in play. The player can press A Button to switch characters, in which case Donkey Kong high-fives Diddy to switch places with him, or vice versa.

In the Game Boy Color remake, only one Kong appears on screen at a time, like the Donkey Kong Land games. If both Kongs are in the group, the one not in play is represented by a DK Barrel icon at the bottom-left corner. By pressing Select Button, the player can switch characters, which shows the Kong in play being moved to the DK Barrel icon while the other Kong moves out to appear on-screen.

Abilities

Orang-utan Gang
Diddy rides on a steel keg

The basic moves that Donkey Kong and Diddy can perform include jumping, rolling/cartwheeling, climbing, and swimming. The most commonly used basic abilities are the jump and roll moves, both of which allow the Kongs to cross gaps and defeat enemies. The roll and cartwheel act as the same move, but can only be used by Donkey Kong and Diddy Kong respectively. The respective Kong can perform their roll or cartwheel from a ledge to do a longer jump in midair, effective for moving across abysses. Ropes are the only object that the Kongs can climb up or down on, allowing them to reach items or higher areas. Some ropes start moving across a gap when the Kongs cling on it while some others remain stationary. The Kongs can only swim during underwater levels.

Aside from the rolling attack, the Kongs also have some different abilities. Diddy is faster and more agile than Donkey Kong, but he is not as strong, which makes it harder for him to defeat Armys, Krushas, and Klumps. Donkey Kong is stronger and slower than Diddy and can perform a unique move, the Hand Slap. The move allows Donkey Kong find hidden items or objects in the ground or on treetops, but it can also be used to defeat enemies.

Another difference between the two Kongs is how they pick up and throw barrels. When Diddy picks up a barrel, he holds in front of him, protecting himself from enemies in the way. Donkey Kong holds a barrel over his head, which leaves him vulnerable to enemies in the front. Donkey Kong can throw barrels slightly farther than Diddy, allowing him to hit an enemy from a distance. When the barrel hits into an enemy, it breaks. If the Kongs throw a steel keg against a wall, they can jump on the barrel and balance on it as it rolls along.

Modes

The player selection screen for starting a new game in Donkey Kong Country for the Game Boy Advance
The mode selection screen in Donkey Kong Country for the Game Boy Advance
The Game Boy Advance version has two mode select screens: player selection (top) and a gameplay selection between the main game and two exclusive modes (bottom).

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 (in the Game Boy Advance version, the other player must press Select Button, as instructed on the screen). 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 mode does not appear in the Game Boy Advance version.
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

Playable characters

Image Name Description
A sprite of Donkey Kong in Donkey Kong Country Donkey Kong The main character of the game, Donkey Kong is stronger and heavier than his partner, Diddy Kong, and can defeat stronger 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 Diddy is the best friend and sidekick of Donkey Kong. While he is not as strong as his partner, Diddy is faster, but his light weight prevents him from being able to defeat more powerful enemies in a single jump.

Supporting characters

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.

Image Name Description
Sprite of Candy Kong in Donkey Kong Country. Candy Kong Candy is the love interest of Donkey Kong. She hosts a different location in each three versions of the game. In the original version, she operates Candy's Save Point, where the Kongs can go to save their game progress. In the Game Boy Color version, she hosts a mini-game challenge at Candy's Challenge in each world. In the Game Boy Advance version, Candy operates Candy's Dance Studio, where the Kongs can participate in a dancing minigame.
A sprite of Cranky Kong in Donkey Kong Country Cranky Kong Cranky Kong was the original Donkey Kong from the Donkey Kong arcade game. He resides at Cranky's Cabin, where he provides various pieces of advice to Donkey Kong and Diddy along their adventure. Cranky regards himself as the greatest video game hero, and does not believe the Kongs can complete their adventure without his assistance.
A sprite of Funky Kong in Donkey Kong Country Funky Kong Funky Kong operates a flight service at Funky's Flights, where he allows Donkey Kong and Diddy to use the Jumbo Barrel to travel throughout areas of Donkey Kong Island that they have already visited. In the Game Boy Advance version, Funky's location was renamed to Funky's Fishing, where he also hosts a fishing minigame alongside his usual flight service.

Animal Friends

Aside from the supporting Kongs, Donkey Kong and Diddy Kong are also assisted by Animal Friends during the game. Each Animal Friend is prisoner in an Animal Crate with their likeness on it. The Animal Friends only appear in certain levels, and the Kongs cannot take them to other levels. Every Animal Friend has their own unique abilities.

Image Name Description First level appearance Last level appearance
Donkey Kong Country Rambi the Rhino Rambi is first found halfway through the first level. He can defeat most enemies by running into them, as well as break entrances to hidden Bonus Levels. Jungle Hijinxs Manic Mincers
Sprite of Enguarde the Swordfish from the Donkey Kong Country SNES trilogy. Enguarde the Swordfish Enguarde appears in most of the underwater levels. With his sharp bill, Enguarde can defeat most aquatic enemies in his path. Coral Capers Poison Pond
Winky the Frog in Donkey Kong Country. Winky the Frog Winky has a high jumping ability that allows him to reach higher areas, namely Bonus Levels. Winky can defeat most enemies by jumping on them, including Zingers. Winky's Walkway Rope Bridge Rumble
Expresso the Ostrich in Donkey Kong Country. Expresso the Ostrich Expresso has the ability to run fast and to glide across the air, although he cannot attack enemies. Due to his long legs, Expresso is unaffected by Klaptraps moving under his legs. Temple Tempest Misty Mine
Squawks DKC sprite.png Squawks the Parrot Squawks only appears in the level Torchlight Trouble, where he holds a lamp to light the path forward for the Kongs. Squawks is the only Animal Friend that the Kongs cannot ride and the only one without an animal token. Squawks cannot be defeated by any enemy. Torchlight Trouble Torchlight Trouble

Enemies

Various types of enemies appear throughout the levels, attempting to get into Donkey Kong and Diddy Kong's way. The Kremlings are the main enemies of the game.

The Bad Guys
Image Name Description First level appearance Last level appearance
An Army in Donkey Kong Country. Army An armadillo enemy that rolls up into a ball and charges at the Kongs to attack. Donkey Kong can defeat them from either a jump or roll attack. If Diddy either jumps or cartwheels into a curled up Army, the enemy is forced out of its curled posture. Diddy can defeat Army if it is not curled up. Ropey Rampage Platform Perils
Gnawty.png
A brown Gnawty.
Gnawty A beaver enemy that is common, but is one of the weakest enemies. They simply walk around back and forth and can be defeated from any attack. Gnawties have a rare, brown variant that ride on a Millstone, and contrarily they are invulnerable to any form of attack. Jungle Hijinxs Platform Perils
Manky Kong in Donkey Kong Country. Manky Kong Manky Kongs are orangutans who were exiled from the Kong Family. They attack by throwing an unlimited number of barrels at Donkey Kong and Diddy. Both Kongs can defeat them by their jump and roll attack. Orang-utan Gang Loopy Lights
A Mini-Necky in Donkey Kong Country. Mini-Necky A small vulture that attacks by spitting nuts at the Kongs. Some Mini-Neckies move up and down while spitting nuts. They can be defeated by either a roll or a jump attack. Vulture Culture (SNES and GBA versions)
Winky's Walkway (GBC version)
Elevator Antics (SNES and GBA versions)
Necky Nutmare (GBC version)
Necky.png Necky A vulture enemy who either throws nuts at the Kongs from high platforms or flies across the level. The flying Neckies can be bounced on to reach higher areas. Jungle Hijinxs Platform Perils
A sprite of a Slippa in Donkey Kong Country. Slippa A red coral snake that slithers along the ground in caves and other subterranean areas. They are one of the weaker enemies and can be defeated by any attack. Reptile Rumble Misty Mine
Sprite of a yellow Zinger in Donkey Kong Country.
An orange Zinger.
A pink Zinger
An green Zinger.
Zinger Zingers are wasps and very common enemies who appear in almost every level. The Kongs cannot defeat Zingers themselves and must use either a barrel or an Animal Friend to defeat them. The Kongs must usually avoid the Zingers along the way. Zingers have a few different color variations, each with their own flight pattern: yellow moves vertically, orange moves horizontally, red moves in a circular path, and green moves in a u-shaped path. Ropey Rampage Platform Perils
The Aquatic Bad Guys
Image Name Description First level appearance Last level appearance
Bitesize, a foe from Donkey Kong Country. Bitesize A small piranha enemy that like other underwater enemies, cannot be defeated by the Kongs. Enguarde can defeat Bitesizes and most other underwater enemies. Coral Capers Poison Pond
A sprite of the enemy Chomps in Donkey Kong Country. Chomps A large, green shark enemy that are larger than Bitesizes, but otherwise act the same, and they can also be defeated by Enguarde. Coral Capers Croctopus Chase
Sprite of a Chomps Jr. in Donkey Kong Country. Chomps Jr. A small, blue shark enemy and a smaller variant of Chomps. They act similar to Chomps except they are smaller and slightly faster. Coral Capers Poison Pond
Sprite of a Clambo in Donkey Kong Country. Clambo A clam enemy that attacks by spitting out pearls at the Kongs. They do not move around and are usually in a corner outside of the main path. They cannot be defeated by Enguarde. Coral Capers Clam City
A purple Croctopus.
Croctopus in Donkey Kong Country.
Croctopus An octopus enemy that quickly treads through water to hit the Kongs. The purple variants move in fixed patterns around blocks of coral reef, while the blue variants go in a set path after the Kongs once they pass them. Like Clambos, they cannot be defeated. Coral Capers Croctopus Chase
A Squidge in Donkey Kong Country. Squidge A jellyfish type enemy that swims up and down through underwater areas in zigzag lines. They can be defeated by Enguarde. Croctopus Chase Poison Pond
The Kremlings
Image Name Description First level appearance Last level appearance
A sprite of a Klaptrap in Donkey Kong Country
Sprite of a purple Klaptrap in Donkey Kong Country.
Klaptrap Klaptraps are small, four-legged crocodiles who repeatedly open and close their jaws while moving in the Kongs' direction. Because of this, the Kongs cannot attack Klaptrap by rolling into it from the front. Klaptraps can either be defeated from behind or if jumped over. Klaptraps have a rare, purple variant that jump at the same time as the Kongs do. Stop & Go Station Loopy Lights
Sprite of a Klump in Donkey Kong Country. Klump Klump is a strong, burly enemy that wears military gear. Klump's helmet defends itself from Diddy's jump attack, although Donkey Kong can defeat a Klump by jumping on it. Both Kongs can use a roll attack to defeat a Klump. Jungle Hijinxs Platform Perils
A Krash in Donkey Kong Country. Krash A Kritter who rides in a mine cart. Krashes ride in the opposite direction of the Kongs, attempting to crash into them. Donkey Kong and Diddy must avoid Krashes by jumping over them. In Mine Cart Madness, some Krashes are in a stationary mine carts, and the Kongs can jump on them to defeat them and take over the mine cart. 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 Kritters are the grunt soldiers of the Kremling Krew. They are one of the weakest enemies along with Gnawty. The color of a Kritter determines its movement behavior: the standard, green ones walk forward, the blue ones jump while moving forward, the brown ones jump vertically without moving forward, yellow ones jump left and right, and gray Kritters hop forward a few times before doing a long jump. Jungle Hijinxs Loopy Lights
Sprite of a blue Krusha in Donkey Kong Country
A gray Krusha.
Krusha Krushas are strong, muscular Kremlings, and there are blue Krushas and the uncommon gray variant. Diddy cannot defeat Krushas without using a barrel. Donkey Kong can defeat blue Krushas by jumping on them, but performing a roll or a Hand Slap attack are ineffective. Gray Krushas are stronger than the blue ones and can only be defeated from a barrel. Millstone Mayhem Platform Perils
A sprite of a Rock Kroc in Donkey Kong Country. Rock Kroc Rock Krocs dash back and forth rapidly while the Stop & Go Barrels are set to "Go", and the Kongs get injured when they come in contact with a Rock Kroc. Donkey Kong and Diddy cannot pass the Rock Krocs safely unless the Stop & Go Barrels are set to "Stop", causing the Rock Krocs to briefly curl into a ball until the Stop & Go Barrels return to "Go". Rock Krocs are invincible and cannot be defeated except in the Game Boy Advance remake, where Donkey Kong can Hand Slap a Rock Kroc while it is inactive. Stop & Go Station
Other
Image Name Description First level appearance Last level appearance
Black drum Black drum A drum obstacle that fires out an indefinite supply of a specific enemy, such as Slippas and Gnawties. They can only be destroyed from a TNT Drum. They are a smaller variant of Dumb Drum. Winky's Walkway Misty Mine
A Mincer in Donkey Kong Country. Mincer Mincers are spiked tire obstacles who either move in a pattern or remain in a single spot. They are invincible and must be avoided by the Kongs. Torchlight Trouble Manic Mincers
An oil drum in Donkey Kong Country. Oil drum Oil drums resemble black drums except for their taller appearance and ability to emit fire. The word "OIL" is embedded on them. Torchlight Trouble Oil Drum Alley (SNES and GBA versions)
Necky Nutmare (GBC version)

Bosses

At the end of every world, the Kongs must fight a boss, each guarding a portion of the stolen bananas. Most of the bosses are a larger version of an enemy.

Image Name Description Level appearance
Very Gnawty in Donkey Kong Country. Very Gnawty A giant Gnawty that jumps around, trying to hit the Kongs. Donkey Kong and Diddy must jump on it five times to defeat it. For each hit, Very Gnawty bounces and moves around faster. Very Gnawty's Lair
Master Necky in Donkey Kong Country. Master Necky A giant Necky that creeps its head out from one of four corners of the screen, spitting large nuts at the Kongs. Master Necky spit nuts faster each time it is jumped on. Donkey Kong or Diddy can defeat the boss by jumping on its head five times. Necky's Nuts
Necky's Revenge (GBA only)
Queen B. in Donkey Kong Country. Queen B. A giant Zinger who flies around the arena. The Kongs can attack her with a barrel. When hit, Queen B. temporarily turns red and moves up and down in a wavy pattern before returning normal. She must be hit five times to be defeated. In the Game Boy Advance remake, she is surrounded by several regular Zingers while red, who protect her from being attacked until the Kongs defeat them. Bumble B. Rumble
Really Gnawty in Donkey Kong Country. Really Gnawty A boss who looks and acts similar to Very Gnawty. Really Gnawty can move faster and jump a lot higher than Very Gnawty. The Kongs must jump on Really Gnawty five times to defeat it. In the Game Boy Advance remake, Really Gnawty performs a large jump after being hit, and the impact causes stalagmites to fall from above. Really Gnawty Rampage
Dumb Drum in Donkey Kong Country. Dumb Drum A giant black drum that attempts to crush the Kongs. After that, Dumb Drum sends out a pair of a specific enemy before continuing its attempt to crush the Kongs. The order in which Dumb Drum releases the enemies are: Kritters, Slippas, Klaptraps, Klumps, and Armys. The boss is defeated once the Kongs defeat every enemy. In the Game Boy Advance version, after Donkey Kong and Diddy defeat a pair of enemies, a TNT Drum appears, and the Kongs must use it to attack Dumb Drum. Boss Dumb Drum
Master Necky Snr. in Donkey Kong Country. Master Necky Snr. Master Necky Snr. is a similar boss to Master Necky except he is stronger. He spits nuts much faster than Master Necky. Each time Master Necky Snr. is hit, he spits out one more nut than the previous turn. The Kongs can defeat Master Necky Snr. by jumping on it five times. In the Game Boy Advance remake, Master Necky Snr. is accompanied by Master Necky during the battle. Necky's Revenge
Sprite of King K. Rool in Donkey Kong Country King K. Rool The final boss and main antagonist, King K. Rool has stolen Donkey Kong's banana hoard. He has a variety of attacks, including throwing his crown, jumping at the Kongs, and causing cannonballs to rain from above. After King K. Rool throws his crown, the Kongs can jump on his head to attack him, before K. Rool puts his crown back on. Gang-Plank Galleon

Items

Image Name Description
The sprite of a Banana from the Donkey Kong Country trilogy on Super Nintendo. Bananas Bananas are the equivalent to coins from the Super Mario series, as collecting 100 of them gives the Kongs an extra life. They are the most common item of the game.
Sprite of a Banana Bunch from the original Donkey Kong Country trilogy Banana Bunches Banana Bunches grant ten bananas when collected. They are less common than normal bananas and often appear in Bonus Levels and hidden areas.
An animal token of Rambi in Donkey Kong Country Animal tokens Animal tokens are small tokens that depict one of the Animal Friends (excluding Squawks). If three animal tokens depicting the same Animal Friend are collected, the game redirects the player to a bonus area where they control the corresponding Animal Friend. In the area, the Animal Friend must collect as many Mini Animal Tokens depicting them within a time limit in exchange for extra lives.
A Life Balloon in Donkey Kong Country.A 2-Up Balloon from Donkey Kong CountryA Blue Balloon from Donkey Kong Country Donkey Kong Balloons Similar to 1-Up Mushrooms from the Super Mario series, these balloons give the Kongs extra lives when collected. The balloons come in three different colors: red, green, and blue. Red Life Balloons are the most common and give one extra life, the less common green 2-Up Balloons give two lives, and the rare Blue Balloons give three lives.
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 every level, and each of them are a letter of the word "KONG". If the Kongs collect all four letters in a level, they are rewarded 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 lastly the letter G. In the "Spell it Out!" Bonus Level challenges, there are circling letters that the Kongs must jump in a certain order to spell out a word.

Objects

Mechanisms

Image Name Description
Rambi Crate in Donkey Kong Country. Animal Crates These crates contain a certain Animal Friend, which is indicated by a silhouette of their face on the side. In the Game Boy Color remake, the Animal Crates transform the Kongs into the pictured Animal Friend.
A round Tire in Donkey Kong Country. Half of a Tire in Donkey Kong Country. Tires Tires bounce the Kongs to higher areas. There are half tires, which are stuck in the ground, and full tires that can be pushed around.
A Rope in Donkey Kong Country. Ropes Ropes are objects that appear in many levels, and the Kongs can climb up and down them. Many of them swing over wide abysses, so the Kongs can use them to cross the gaps. In Slipslide Ride, there are blue and purple ropes that automatically send the Kongs up and down respectively.
A Mine Cart in Donkey Kong Country. Mine Carts Mine Carts only appear in two levels, and when the Kongs enter one, it automatically starts moving along the track. While riding a Mine Cart, the Kongs can jump with the Mine Cart to go over broken parts of the track. Sometimes there are tipped over mine carts that appear as obstacles along the tracks.
A collapsible Platform in Donkey Kong Country.
A Platform from Kremkroc Industries, Inc. factory stages in Donkey Kong Country.
Platforms Many platforms appear throughout the game. Although most of them are stationary, some move back and forth over gaps. In later levels, there are platforms with an arrow on them, and when the Kongs step on the platform, it moves in the direction that the arrow is pointing. There are other moving platforms in later levels such as Tanked Up Trouble, which has a platform that runs on Fuel Barrels.

Barrels

Barrels are the most common object in the game. There are many different types of barrels in the game, each with its own purpose and use.

Image Name Description
Sprite of a Barrel in Donkey Kong Country. Regular Barrels Regular Barrels are the most common type of barrel, and the Kongs can pick it up and throw it. If the barrel hits the ground, it starts rolling, useful for defeating an enemy or opening a secret passage.
A Vine Barrel as it appears in Donkey Kong Country Vine Barrels Vine Barrels act like regular barrels, except they break instantly when hitting with the ground instead of rolling.
A Barrel Cannon from Donkey Kong Country (SNES) An auto-fire Barrel Cannon from Donkey Kong Country (SNES) Barrel Cannons These barrels are common and appear in nearly every level. They can shoot the Kongs over gaps or to other Barrel Cannons. The Blast Barrel is a type of Barrel Cannon that automatically fires the Kong when entered. Additionally, some Blast Barrels send the Kongs to a bonus room or near the end of the level; in the Game Boy Advance version, these Blast Barrels were replaced by Bonus Barrels and Warp Barrels, respectively. Some may also move in a specific direction as first seen in Barrel Cannon Canyon.
Sprite of a Barrel in Donkey Kong Country. Continue Barrels A Continue Barrel is a checkpoint in the middle of every level, except boss levels. If both Kongs are defeated anytime after breaking the Continue Barrel and restart the level, they continue from where it was activated.
Sprite of a DK Barrel in Donkey Kong Country. DK Barrels DK Barrels are the most common barrels in the game, as a few of them appear in certain areas of every level. If either Donkey Kong or Diddy are missing from the group, the active Kong can break a DK Barrel to release the other Kong. DK Barrels can also be picked up and used like Vine Barrels.
Sprite of a TNT Drum in Donkey Kong Country. TNT Drums TNT Drums are a type of barrel that explode after being thrown into an enemy or surface. They are often used to destroy powerful enemies or break a fragile wall leading into a Bonus Level.
A steel keg from Donkey Kong Country. Steel kegs Steel kegs are silver barrels that act like normal barrels, but are more durable. Steel kegs can roll into an unlimited number of enemies and bounce off walls. The Kongs can jump on a rolling steel keg to ride it.
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 Rock Krocs' movements. By default the barrels are on the "Go", and the level has a green lighting. The Rock Krocs are active while the barrels have the "Go" setting. If the Kongs jump at a Stop & Go Barrel, every barrel changes to the "Stop" setting for a few seconds, causing the Rock Krocs to stop moving temporarily and the lighting to turn red.
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 ON/OFF Barrels only appear in Loopy Lights and act almost like Stop & Go Barrels, except they affect the lights in the level. While the barrels are set to "OFF", the lights in the level are off. The Kongs must jump at an ON/OFF Barrel to change the setting to "ON", allowing them to see ahead.
A three-dotted fuel canister in Donkey Kong Country. Fuel Barrels Fuel Barrels only appear in the level, Tanked Up Trouble, as a fuel supply for the platforms that the Kongs ride. Donkey Kong and Diddy are required to jump at every Fuel Barrel along the way because the platform quickly runs out of fuel. If the platform runs out of fuel, if falls off the tracks, and the Kongs lose a life.
Sprite of the Jumbo Barrel in Donkey Kong Country. Jumbo Barrel The Jumbo Barrel can be entered in Funky's Flights, where it flies the Kongs to any place in Donkey Kong Island that they have visited.

Supporting locations

During their adventure, Donkey Kong and Diddy Kong are assisted by three other members of the Kong Family who operate their own location in every world.

Name Description
CrankyCabin.png
Cranky's Cabin
This area is ran by Cranky Kong, who gives random level hints while rambling about how the 8-bit era was better than the 16-bit era.
Funky's Flights
Funky's Flights
In this special area, the Kongs can meet Funky Kong and use his Jumbo Barrel to travel to any unlocked world.
CandySavePoint DKC.png
Candy's Save Point (SNES) /
Candy's Challenge (GBC)
The area is operated by Candy Kong, and the Kongs can visit Candy's Save Point to have their game saved for free. In the Game Boy Color remake, her location was changed to Candy's Challenge, where the Kongs must go through a Bonus Level and collect a golden coin.

In the Game Boy Advance remake, all three areas were changed.

Name Description
Cranky Kong talking to Donkey Kong.
Cranky's Hut
Cranky's Hut has the same purpose as its predecessor, Cranky's Cabin, except that it takes place inside.
The interior of Funky's Fishing in Donkey Kong Country for the Game Boy Advance.
Funky's Fishing
While Funky's location is still a flight service, its main purpose is to host a series of fishing challenges.
The exterior of Candy's Dance Studio in Donkey Kong Country for the Game Boy Advance.
Candy's Dance Studio
Candy hosts a dancing mini-game challenge in each world.

Levels

Template:DKCmap Like Super Mario World, Donkey Kong Country's levels and worlds are accessed from a world map. The main overworld is Donkey Kong Island, where the Kongs can travel between the worlds they have visited. Every world has a progression system where the Kongs must complete a level to unlock the next and so forth until reaching the boss level at the end. Every world has five to six levels. After the Kongs complete the boss level, they unlock the next world. The Kongs can return to the main Donkey Kong Island map by either defeating the world boss or by renting Funky's Jumbo Barrel.

A head of either Donkey Kong or Diddy Kong appear on the location of every world and level that either Kong has completed. A Kritter head appears only on the next level or world that the Kongs have not yet completed. In the Super Nintendo version, there is a glitch in single player mode where if Diddy completes a level and then Donkey Kong completes it afterward, his head does not appear on that level.

Most levels have Bonus Levels in them, two or three on average. They allow the Kongs to collect items and prizes. While it is optional for the Kongs to enter the Bonus Levels, entering every Bonus Level is required for 101% completion. Unlike the Super Mario series, the Kongs are not required to traverse a whole level to reach the end boss.

Note that the following table lists the levels in the original order from the Super Nintendo and Game Boy Color versions.

Template:DK levels table section
Levels and Bonus Areas
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

Template:DK levels table section

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

Template:DK levels table section

13 Vulture Culture 3 Forest Forest Frenzy
14 Tree Top Town 2 Treetops Treetop Rock
15 Forest Frenzy 2 Forest Forest Frenzy
16 18 Temple Tempest 2 Ruins Voices of the Temple
17 16 Orang-utan Gang 5 Jungle DK Island Swing
18 17 Clam City 0 Underwater Aquatic Ambiance
19 BOSS LEVEL: Bumble B. Rumble 0 Boss arena Bad Boss Boogie

Template:DK levels table section

20 Snow Barrel Blast 3 Snow Northern Hemispheres
21 Slipslide Ride 3 Ice cave Ice Cave Chant
22 23 Ice Age Alley 2 Snow Northern Hemispheres
23 22 Croctopus Chase 0 Underwater Aquatic Ambiance
24 25 Torchlight Trouble 2 Cave Cave Dweller Concert
25 24 Rope Bridge Rumble 2 Treetops Treetop Rock
26 BOSS LEVEL: Really Gnawty Rampage 0 Boss arena Bad Boss Boogie

Template:DK levels table section

27 Oil Drum Alley 4 Factory Fear Factory
28 Trick Track Trek 3 Walkway Life in the Mines
29 30 Elevator Antics 3 Cave Cave Dweller Concert
30 29 Poison Pond 0 Underwater Aquatic Ambiance
31 32 Mine Cart Madness 3 Minecart/Walkway Mine Cart Madness
32 31 Blackout Basement 2 Factory Fear Factory
33 BOSS LEVEL: Boss Dumb Drum 0 Boss arena Bad Boss Boogie

Template:DK levels table section

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
N/A 37 N/A Necky Nutmare 1 Cave Cave Dweller Concert
37 38 37 Loopy Lights 2 Mineshaft Misty Menace
38 39 38 Platform Perils 2 Walkway Life in the Mines
39 40 39 BOSS LEVEL: Necky's Revenge 0 Boss arena Bad Boss Boogie

Template:DK levels table section

40 41 40 BOSS LEVEL: Gang-Plank Galleon 0 Ship Gang-Plank Galleon

Differences in other versions

Super Nintendo Entertainment System

It has been requested that this section be rewritten.

See also: 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[citation needed])

In Coral Capers, there is a gap between the Continue Barrel and lower platform.[4] Otherwise, the game is at most v1.1.[5]

Japanese

Game Boy Color

Diddy Kong in Necky Nutmare, a level exclusive to the Game Boy Color remake

Donkey Kong Country was remade for the Game Boy Color in 2000. It was released in Japan under the title, Donkey Kong 2001 (ドンキーコング2001), and as the name implies, it was released there in 2001. There are several differences, some of which are because of the Game Boy Color's limited hardware capabilities. Differences include:

  • The GBC version prompts the player to select a language before going to the title screen, in the SNES version the language select menu is found in the file select. Also unlike the SNES version, all of the text will be in the selected language instead of having menus still in English.
  • There are three different title screens.
  • There is no two-player option for adventure mode.
  • The mode selection menu is reminiscent of Donkey Kong 64's.
  • Much like the Donkey Kong Land games, only one Kong appears at time. A DK Barrel icon is shown if both Kongs are in a group.
  • In the German version, many levels' names were changed to ones that more closely resemble their English names.
  • DK Sticker Packs are newly collectible photographs hidden in a level of each world. They are viewable from the Sticker Book, and can even be printed from the Game Boy Printer.
  • Due to the graphical limitations, the stormy weather effects in the levels Ropey Rampage and Snow Barrel Blast are not present in this version. Also, perhaps ironically, the misty effect in Misty Mine is not present here.
  • The light in Torchlight Trouble does not have a beam of light, but rather lights up the whole screen.
  • The level Winky's Walkway has been extended with some more enemies and a different layout.
  • In Millstone Mayhem, the Gnawties sit on top of the millstones rather than in the middle.
  • A new level called Necky Nutmare has been added in Chimp Caverns.
  • The Kongs do not ride the Animal Friends; rather, they transform into them when jumping on the Animal Crate. If an Animal Friend comes in contact with an enemy, it reverts to Donkey Kong or Diddy Kong, who cannot transform back into the Animal Friend unless they find another Animal Crate.
  • The Kongs do not travel between levels on the world map along dots in a straight line, but rather following paths, similar to Donkey Kong Land.
  • Two mini-games have been added: Funky hosts a fishing game known as Funky's Fishing (which would be later reprised in the GBA remake) and Cranky hosts a shooting game called Crosshair Cranky.
  • Two additional difficulties have been added: the first one removes DK Barrels and the other removes Star Barrels. After beating the game in the normal difficulty, the player has to replay the game with each new difficulty in the same file to achieve 101% completion.
  • Most of the music and sound effects were taken from Donkey Kong Land or downgraded for Game Boy Color. Its Forest Frenzy track was even entirely newly composed.
  • The warping Blast Barrel in Mine Cart Carnage was removed.
  • The game saves automatically after completing a level. As a result, Candy's Save Point was replaced by Candy's Challenge where Donkey Kong or Diddy must complete a challenge in each world.
  • The staff credits shows various screenshots instead of taking place in DK's Tree House. The cast of characters no longer appears in the game.

Game Boy Advance

Candy's Dance Studio
Gameplay of the Candy's Dance Studio minigame

Another remake of the game was made for the Game Boy Advance in 2003, this one more closely resembling the original in terms of graphics and sound due to the system's more powerful hardware. Even so, the game features several differences from the original:

  • An intro cutscene is played when the player starts a new file, which is an abridged version of the story from the manual.
    • Regarding the cutscene, a difference between the cutscene and the manual was who ended up being responsible for subduing Diddy. In the cutscene, it was Krusha. In the manual, it was Klump.
  • A "Time Attack" mode has been added, called DK Attack, where Donkey and Diddy Kong must collect objects and complete the level in a certain amount of time.
  • Rock Krocs can now be defeated by Donkey Kong's hand slap move when they are curled up in a ball when the Stop & Go Barrels turn to the sign "STOP".
  • Some enemies come in more varieties of colors (normal Gnawties are blue, normal Kritters are purple, etc.) The original colors of some of said enemies are briefly featured in the credits.
  • The Blast Barrels that send the Kongs to bonus rooms are replaced by the Bonus Barrels used in Donkey Kong Country 2 and Donkey Kong Country 3.
    • Bonus rooms now have title cards ("Find the Exit", "Stop the Barrel", etc); this is another carryover from the sequels.
  • The Blast Barrels that send the Kongs near the end of the level are replaced by Warp Barrels.
    • The Warp Barrel in Millstone Mayhem has a different location, while the Warp Barrels in Vulture Culture, Tree Top Town, and Slipslide Ride were removed. In contrast, more Warp Barrels where added in the early levels so all the levels in Kongo Jungle and Monkey Mines have one. This is a carryover from the sequels, which only have Warp Barrels in all the levels from their first two worlds.
    • 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, the original barrel simply sends them to the end of the level and not into this short area.
  • From Vine Valley onwards, there are some changes from the original:
    • The bosses are fought a little differently:
      • Queen B. now has several Zingers surrounding her when she gets hit and turns red, which all must be taken out with barrels before she can be damaged again. The Zingers' placement changes after each hit.
      • Really Gnawty, rather than making high leaps after being hit, leaps over to the side of the stage, and causes stalactites to fall from the ceiling, before leaping around again.
      • After defeating the enemies that Dumb Drum drops, as it attempts to crush the player, the player must throw TNT Drums at it to damage it.
      • The player battles both Master Necky Snr. and Master Necky simultaneously. Rather than tossing an increasing number of nuts, Master Necky Snr. and Master Necky each toss a single nut at the same time, before either can be hit. After one is defeated, the other will toss four nuts before being vulnerable.
    • The levels are rearranged:
      • Temple Tempest has become the sixth level in Vine Valley, rather than the fourth.
      • Ice Age Alley is the fourth level in Gorrilla Glacier, with Croctopus Chase moved up to be the third. Following Ice Age Alley is Rope Bridge Rumble, then Torchlight Trouble (the latter two having swapped positions) before fighting Really Gnawty.
      • In Kremkroc Industries Inc., Poison Pond is the third stage, before Elevator Antics. Following the latter is Blackout Basement, then Mine Cart Madness, before Dumb Drum.
      • The Chimp Caverns stage order remains unchanged.
  • Very Gnawty and Really Gnawty swapped colors, but in accordance to the normal Gnawties' color change, Really Gnawty is now blue instead of grayish-green.
  • Some unused elements from the original that were still kept in its data were used in this remake. Examples include Necky's falling feathers when defeated, Cranky Kong's walking sprites and most of his unused dialogues.
  • After each boss, Cranky Kong comes out and compliments the Kongs on beating the boss while criticizing the bosses.
  • The game can be saved at any time or place, including halfway points in levels. With this, Candy's save areas are replaced with a dance studio, with different theme music. Here, a dancing minigame can be played.
  • After meeting Funky (who also has different music) once, he can be summoned anytime on the world map.
  • From Monkey Mines onward, the maps have been redesigned. The world maps are also zoomed in more.
    • On the world map, rather than in straight lines, the Kongs follow curved pathways between each level, similar to the sequels. The flashing ovals that mark the path are replaced with banana peels.
  • Some of the level backgrounds are edited:
    • At the end of Jungle Hijinxs, the time of day does not change to night, unlike in the original.
      • Likewise, Ropey Rampage remains overcast and stormy throughout, these changes were likely made to make the levels easier to see on the original, unlit Game Boy Advance screen.
    • The walls behind the mine levels' ground areas are hollowed out slightly, as the background can be seen through them.
    • Slipslide Ride's farthest background is now gem-filled, rather than plain purple.
  • Various foreground objects were added to some level environments that lacked them (ex: temple levels with trees in front, beams in mine levels).
  • The game exclusively features the "Hero Mode", unlocked for getting at least a 90% completion on a save file. In this mode, the player controls a yellow Diddy, who must complete every level without the help of Continue Barrels or DK.
  • When the player saves the game, it also saves the number of lives and bananas the Kongs have, unlike in the original, which resets the count to five extra lives and zero bananas every time that the game is reset.
  • The game has more sound effects and character voices, particularly from Donkey Kong 64, and enemies have different sound effects when beaten, only Neckies retain their SNES sounds.
  • K-O-N-G Letters spin around as in later Donkey Kong Country games, instead of always facing the screen; they also no longer sparkle or shimmer. This makes them consistent in the series as opposed to the original where they were different to the ones in the sequels.
  • A scrapbook, similar to the one in the Game Boy Color version, was added; the Kongs have to collect photographs throughout the game in order to add pictures to it.
  • To get 101% Completion, the player now also has to collect all of the K-O-N-G Letters and fill up the scrapbook. In the "Hero Mode", however, the player can get the 101% the same way as in the original.
  • The Two Player Contest option (while starting a new file) was removed. This option was removed in the remakes of its two sequels as well.
  • Very Gnawty appears in DK's Tree House after defeating Really Gnawty. When it realizes that Donkey Kong or Diddy Kong has entered the tree house, Very Gnawty runs past them and out of the front door. This can be performed only once per file, however.
  • Queen B is now dizzy upon defeat in addition to moving constantly. In the original, she just occasionally moved.
  • King K. Rool during his boss fight can now make yells as he's charging the Kongs, his voice clips from Donkey Kong 64 reused.
  • The cast of characters take place on Gangplank Galleon instead of DK's Tree House.
    • Only the enemies, bosses, and animal buddies are shown with their names during the cast scene, the Kongs are not listed.
    • After the cast of characters finishes, the Kongs are all shown on the Gangplank Galleon contemplating their adventure, when King K. Rool forces them off with the threat of using the ship's onboard cannons to blow up Kong Island. As the Kongs swim back to shore, K. Rool promises to return as his ship sails away. Cranky then criticizes the ending as a cheap attempt at setting up for a sequel.

Glitches

Main article: List of Donkey Kong Country glitches

Bonus Level Early Exit

This glitch can only be done in the Game Boy Advance version. The Kongs must go to the first Bonus Level found in Platform Perils and stand underneath the fourth barrel and a little to the right of it. Now, the Kongs have to hit this barrel when the G is not showing up. If they do it right, they will lose the bonus level as usual, but they will end up walking out early, not showing their Mini-Game defeat animation. This can be done with either Donkey Kong or Diddy Kong.

Enguarde Warps Colors

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

Main article: List of Donkey Kong Country quotes

Candy Kong

  • "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?"
  • "I don't think he is, sugar. Let's get off this manky ship."

Development

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 digitization technique too restrictive[6]. 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"[7] (presumably referring to the popular 1993 Sega Genesis game, which was lauded for its impressive graphics and animation hand-drawn by Disney animators). 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[6].

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[7], 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 they wanted to make[7]. 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[7]. 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[8][9].) , but were transplanted into the game as Rare found that they were a good fit for Donkey Kong Country's aesthetic[6]. 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[7]. 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[7].

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"[7]. 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[7].

Game Boy Advance remake

The Game Boy Advance remake was coded from scratch[10]. The developers extensively playtested the port to make sure the physics and controls were true to the original version, though some deviations were made to improve some mechanics and the level design[10].

Some of the floppies containing the original graphic assets were lost, while the surviving ones were disorganized and mostly unusable. To remedy this problem, team members ripped the sprites using an emulator[10]. Most of the backgrounds were redone from the ground up to fit the Game Boy Advance's screen resolution, scale, and color palette.

Reception

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[11]. The Game Boy Color remake was similarly praised for taking a graphically-impressive title and putting it to the platform in a complete and technically competent form, in contrast to other unsuccessful attempts at directly porting or remaking home console games for handhelds. The game was placed 39th in the 100th issue of Nintendo Power's "100 best Nintendo games of all time" in 1997 and it was rated the 90th best game on a Nintendo system in their top 200 games list in 2006.

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[12]. 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!"
Game Boy Color Frank Provo, Gamespot 9.1/10 "Donkey Kong Country is one of the most playable and replayable Game Boy Color games ever created. Despite being a little rough around the edges, Donkey Kong Country once again proves that stereotypes and misconceptions can be broken. The quality of a game doesn't rest with what system it's on, but with those who make it. As such, Donkey Kong Country may be on the Game Boy Color, but it's still as impressive and pertinent as it was in 1994 on the Super Nintendo."
Game Boy Advance Electronic Gaming Monthly 60/100 "Besides the graphics, which still look good, the game has not held up well."
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
Metacritic GBA - 78
GameRankings SNES - 88.94%, GBC - 90.38% GBA - 78.61%

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.[13] To date, it is the best selling Donkey Kong game and overall Rare's best selling game.[14]

References to other games

  • Donkey Kong - Cranky Kong is said to be the Donkey Kong from this game who fought Mario in some of his own games.[15] 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.

References in later games

Squeals on Wheels
The barrel roll move is reused in Donkey Kong Country 3.
  • Donkey Kong Land: The semi-sequel of Donkey Kong Country for the Game Boy, which contains gameplay elements and music remixes from its SNES counterpart.
  • 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 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).
  • 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. The "boss defeated" fanfare is used as Donkey Kong's victory theme in all the Super Smash Bros. games.
    • Many of Donkey Kong's various animations from this game (like his crouching, jumping, running, and the way he carries barrels) as well as some of his moves like his Hand Slap were used in Super Smash Bros. as part of his moveset. This also happened with Diddy Kong when he was introduced in Super Smash Bros. Brawl.
  • Most of Donkey Kong's stages in the Mario Party, Mario Kart, Mario Tennis franchises, and other spin-offs are based on elements from Donkey Kong Country.
  • Donkey Kong 64: Another installment 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.
  • Donkey Kong Country Returns: Many elements from the original return in this game, including arrangements of the main theme, and characters such as Rambi and Squawks. Some of Cranky Kong's quotes are also reused.
  • 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.
  • Mini Mario & Friends: amiibo Challenge: Barrel Cannons and Blast Barrels, as well as minecarts, have roles in Mini Donkey Kong and Mini Diddy Kong's stages, respectively. Along with a cover of "DK Island Swing", heard in Mini Donkey Kong's levels, there is also a cover of the Bonus Level theme from Donkey Kong Country, which plays in Mini Diddy Kong's stages.
  • WarioWare Gold: A microgame in 5-Volt's stage based on Donkey Kong Country appears in this game.

Pre-release and unused content

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 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

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 3 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 [16]). David Wise handled the rest of the soundtrack[17].

Gallery

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

Media

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

Names in other languages

Language Name Meaning Notes
Japanese スーパードンキーコング[?]
Sūpā Donkī Kongu
Super Donkey Kong
German Donkey Kong Country[?] -

Trivia

  • 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.
  • The Game Boy Advance remake of the game is the only one of the three GBA remakes of the original Donkey Kong Country trilogy that does not feature any new bosses.
  • A 13-minute long promotional VHS tape was released in 1994 called Donkey Kong Country: Exposed.[18]

References

  1. ^ Donkey Kong Country instruction booklet, page 32
  2. ^ Nintendo removing all Donkey Kong Country games from Virtual Console - Gimme Gimme Games
  3. ^ Donkey Kong Country Instruction Booklet, Nintendo, 1994, pages 4-7
  4. ^ Template:Media link
  5. ^ Template:Media link
  6. ^ a b c Nintendo Power, Issue 64, September 1994, The Making of Donkey Kong Country
  7. ^ a b c d e f g h The Making Of Donkey Kong Country (accessed February 20 2012)
  8. ^ Ayden_ (July 5 2017) .Les coulisses de Donkey Kong Country : Des gorilles et des hommes. Jeuxvidéo.com. Retrieved July 31, 2017)
  9. ^ Gregg Mayles (@Ghoulyboy). Twitter post on September 2, 2015. Twitter. Retrieved July 31, 2017)
  10. ^ a b c DK Vine: The Donkey Kong Country GBA Trilogy
  11. ^ Jeremy Parish (August 8, 2016). Donkey Kong Country, Gaming's Biggest Bluff. USGamer. Retrieved September 26 2017
  12. ^ https://web.archive.org/web/20070113045844/http://archive.gamespy.com/articles/september03/25overrated/index18.shtml
  13. ^ http://www.vgchartz.com/game.php?id=3108
  14. ^ http://www.gamespot.com/gba/action/donkeykongcountry/review.html
  15. ^ 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."
  16. ^ Early promo video of the arcade version of Killer Instinct
  17. ^ Rare: Scribes (December 21, 2005) (Internet Archive link)
  18. ^ [1] DKC Exposed: The Making of Donkey Kong Country - Promotional VHS Retrieved October 5th, 2019.

External links

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