Donkey Kong Country 2: Diddy's Kong Quest: Difference between revisions
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==Development== | ==Development== | ||
Even before the first ''[[Donkey Kong Country]]'' turned out to be a blockbuster success, the game's development team already had plans for a sequel.<ref name="RetroGamer">Rory Milne (July 2018), "The Making Of ''Donkey Kong Country 2''". ''Retro Gamer Magazine Issue 181 (p. 65 to 68)''. Retrieved September 27, 2020</ref> The team focused first on the game's | Even before the first ''[[Donkey Kong Country]]'' turned out to be a blockbuster success, the game's development team already had plans for a sequel.<ref name="RetroGamer">Rory Milne (July 2018), "The Making Of ''Donkey Kong Country 2''". ''Retro Gamer Magazine Issue 181 (p. 65 to 68)''. Retrieved September 27, 2020</ref> The team focused first on the game's environments; the game's setting was informed by [[Gregg Mayles]] life-long obsession with pirates and the fact that the first ''Donkey Kong Country'' had already featured most stock platforming level archetypes. While some ideas from its predecessor were carried over, all of the levels in ''Donkey Kong Country 2'' were brand new.<ref name="RetroGamer"></ref> Replacing Donkey Kong with new character Dixie Kong came from a desire to take risk and surprise players.<ref name="RetroGamer"></ref> | ||
Speaking of the game's level design, Mayles explained that ''Donkey Kong Country 2'' went with a more exploration-based structure as ''"If we had made it speed runs again then there wouldn't have been much scope for us to go anywhere different with it"'' and to make the game more different from its predecessor.<ref name="RetroGamer"></ref> Secret collectables and the Lost World were included to give the game more intrigue and extend its replay value. [[Nintendo]] was less involved in ''Donkey Kong Country 2''{{'}}s development, which Gregg Mayles chalked up to the success of the first game.<ref name="RetroGamer"></ref> | Speaking of the game's level design, Mayles explained that ''Donkey Kong Country 2'' went with a more exploration-based structure as ''"If we had made it speed runs again then there wouldn't have been much scope for us to go anywhere different with it"'' and to make the game more different from its predecessor.<ref name="RetroGamer"></ref> Secret collectables and the Lost World were included to give the game more intrigue and extend its replay value. [[Nintendo]] was less involved in ''Donkey Kong Country 2''{{'}}s development, which Gregg Mayles chalked up to the success of the first game.<ref name="RetroGamer"></ref> |
Revision as of 16:42, August 7, 2021
Template:Infobox Donkey Kong Country 2: Diddy's Kong Quest is the second installment in the Donkey Kong Country series released in 1995. It was developed by Rareware and published by Nintendo for the Super Nintendo Entertainment System. It is a sequel and direct follow-up of Donkey Kong Country; the game stars Diddy Kong, as he and his girlfriend, Dixie Kong, make their way through Crocodile Isle to save Donkey Kong from the Kremling Krew. A sequel to Donkey Kong Country 2: Diddy's Kong Quest was released in 1996, Donkey Kong Country 3: Dixie Kong's Double Trouble!
In 2004, a remake of the game was made for the Game Boy Advance. It features several differences, including the addition of photographs and extra Cranky's Video Game Hero Coins. It omits the Diddy's Kong Quest subtitle, thus the game is simply known as Donkey Kong Country 2.
In 2007, the original version was re-released on the Wii's Virtual Console. On November 25, 2012, for reasons unknown, Donkey Kong Country 2 and the other two original Donkey Kong Country games were delisted from the Wii Virtual Console,[1] but on October 30, 2014, the games were relisted in Europe and Australia. Around the same time, the games were released for 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 2: Diddy's Kong Quest was ported exclusively to the New Nintendo 3DS's Virtual Console in March/April 2016. It was made available on Super Nintendo Entertainment System - Nintendo Switch Online for the Nintendo Switch on September 23, 2020.
Donkey Kong Country 2: Diddy's Kong Quest is the sixth best-selling Super Nintendo Entertainment System game, with its predecessor being the third. A similar Game Boy title was released a year later, in 1996, Donkey Kong Land 2.
Story
- “Arrrrgh! This story's even worse than DKC! They're really scraping the bottom of the barrel this time!”
- —Cranky Kong
Some time after the events of Donkey Kong Country, Donkey Kong is relaxing at a beach, sitting on a chair while drinking a banana milkshake. Funky Kong is busy surfing waves among the seagulls. Cranky Kong walks up to Donkey Kong and hits him on the head with his cane. Cranky asks Donkey Kong why he is sitting around if he's a "big star". Donkey Kong replies that even stars need time off. Cranky says that he never took breaks, "whisking off maidens and throwing barrels seven days a week". Donkey Kong asks Cranky to leave him alone and stop pestering him, so Cranky leaves. Donkey Kong then goes to sleep in his chair.
At night, Diddy Kong and his girlfriend, Dixie Kong, are worried because Donkey Kong has not returned. They go to the beach to investigate, and the Kongs find many footprints surrounding Donkey Kong's broken chair. They find a note in the chair which reads:
- Hah-arrrrh! We have got the big monkey! If you want him back, you scurvy dogs, you'll have to hand over the banana hoard! Kaptain K. Rool
Cranky suggests handing over the banana hoard to K. Rool. Diddy refuses because of how much effort he and Donkey Kong went through to retrieve the bananas, and that he would be very upset if his bananas were stolen again. Cranky asks if they have any better suggestions, and Diddy and Dixie both say that they want to rescue Donkey Kong themselves. The two get in a brief argument with Cranky, who does not believe Diddy qualifies as a video game hero. Thus, it's up to Diddy to save his uncle, and alongside Dixie, who insisted on joining him, starts his journey.
The two Kongs travel through Crocodile Isle, the hometown of the Kremlings. They defeat numerous enemies and collect items on their way. Diddy and Dixie first travel aboard Gangplank Galleon, a large pirate ship docked at the coast. After completing the world, Diddy and Dixie move on to the volcanic world, Crocodile Cauldron, then the swampy Krem Quay, then the abandoned amusement park Krazy Kremland, and a spooky woods, Gloomy Gulch. Diddy and Dixie eventually reach the end of the sixth world, K. Rool's Keep, where they find Donkey Kong tied up in a chamber. Just as they celebrate, Donkey Kong is pulled up into K. Rool's personal airship, The Flying Krock.
Aboard the giant airship, Diddy and Dixie find Donkey Kong tied up, and they battle Kaptain K. Rool. Donkey Kong eventually breaks free from his ropes, and he uppercuts K. Rool out of the roof. Kaptain K. Rool falls all the way down Crocodile Isle and into the surrounding water, where he is seemingly eaten up by sharks.
During their adventures, Diddy and Dixie can also enter the Lost World by paying a Kremkoin fee to Klubba at his kiosk. The Kongs eventually enter Crocodile Isle's power source, Krocodile Kore, where they re-encounter Kaptain K. Rool. After a short battle, K. Rool's blunderbuss explodes, which propels him into the energy geyser powering Crocodile Isle. This blocks the power flow, which then destroys Crocodile Isle.
From a cliff, Donkey Kong, Diddy, and Dixie watch as Crocodile Isle explodes while sinking into the ocean. Just before the isle sinks, K. Rool escapes on a boat, laughing as he sails off into the horizon.
Gameplay
Abilities
Donkey Kong Country 2: Diddy's Kong Quest is a 2D platformer like its predecessor, Donkey Kong Country. The player controls Diddy Kong and Dixie Kong, whose basic abilities include jumping, climbing, and swimming. The Kongs usually jump to cross gaps and grab airborne items. Either Kong can perform a mid-air jump if they cartwheel or spin off a nearby ledge, often necessary for reaching secret areas or collectibles. Like Donkey Kong Country, Diddy can perform a cartwheel attack and still retains his agility (he can jump, climb, run, and swim a bit faster than Dixie). Dixie's equivalent to the cartwheel attack is the Helicopter Spin, where she spins into an enemy. Dixie has the advantage of also being able to perform the ability in mid-air, where she whirls her ponytail to glide to nearby areas or to cross some large gaps. There are more enemies that Diddy and Dixie can defeat by their respective cartwheel or spin attack, rather than a jump attack.
If both Kongs are on screen, they can perform team up, where either Kong piggybacks on the other in front. While this slows Diddy and Dixie's movement, either Kong can be thrown to reach items or higher areas. When a Kong is thrown to a higher platform, the lead Kong automatically moves up there with them.
Diddy holds a carriable object in front of him, which includes Barrels, Crates, and Treasure Chests. This way Diddy can defeat an enemy who walks into the object. Dixie holds an object over her head with her ponytail, which defends against foes above her.
The swimming mechanic is similar to earlier Super Mario platformers. The player must hit , the jump button, to advance upwards into the water. If the player does not press the button, the Kongs slowly sink to the bottom. Pressing enables them to swim quicker, and and controls their ascent and descent.
Modes
When starting a new file, the player has the option to choose between one or two player modes. The original Super Nintendo version has two hidden modes which can be accessed by pressing Down on the a number of times.
Bonus Games
The Game Boy Advance version features three minigames (more specifically, Bonus Games), which can be accessed from the "Bonus Games" option of the selection menu. The minigames are also in the Kongs' adventure and are hosted by a supporting character. It also includes a time attack mode, which is somewhat a successor to DK Attack from the Game Boy Advance remake of Donkey Kong Country.
Image | Name | Description |
---|---|---|
Expresso's Racing | A mini-game where Expresso races against three other ostriches within one, two, three, four, or five laps. During the Kongs' adventure, Cranky Kong hosts the Bonus Game at his hut in most worlds, each having their own race. Before a race, the Kongs must power up Expresso's stats with Golden Feathers, which gives him a winning chance against his opponents. By completing a race, the Kongs are rewarded with one of Cranky's Video Game Hero Coins. | |
Funky's Flights | A series of challenges where Diddy or Dixie pilot the Gyrocopter to complete various tasks within three, five, and ten minutes, such as navigating a maze or rescuing a character. During the adventure, Funky hosts a challenge in each world and rewards a Video Game Hero Coin for each completed challenge. | |
Bag a Bug | Diddy or Dixie must catch as many fireflies within a minute while avoiding Klubba from swinging his club at them. During the adventure, if the Kongs play this game, Klubba only rewards them with common items (such as Banana Coins and Extra Life Balloons) instead of a Video Game Hero Coin. |
Diddy's Dash
The Game Boy Advance version has a time attack mode titled Diddy's Dash, just as Donkey Kong Country's Game Boy Advance remake had DK Attack. The player only controls Diddy, who must complete each level as quickly as possible while being tracked by an on-screen timer.
Characters
Playable characters
The game has two main playable characters who work together to save Donkey Kong from the Kremlings.
Image | Name | Description |
---|---|---|
Diddy Kong | Diddy Kong returns from Donkey Kong Country as the main character of Donkey Kong Country 2. He retains his fast speed, strength, cartwheeling, high jumping, and agility. When he hits an End of Level Target, Diddy performs on his boombox. | |
Dixie Kong | Dixie is the girlfriend and sidekick of Diddy, and she is characterized as confident and brave. Dixie is noted for her Helicopter Spin ability, which allows her to glide in midair. If Dixie hits an End of Level Target hard enough, she performs on an electric guitar. |
Supporting characters
Diddy and Dixie are assisted by four members of the Kong Family, two of whom return from Donkey Kong Country and two who debut in the game. There is one Kremling who acts as a supporting character.
Image | Name | Description |
---|---|---|
Candy Kong (Game Boy Advance version only) | Candy Kong makes a few cameos in the Game Boy Advance version. She appears near the end of the opening cutscene, is the assistant host of the Bonus Bonanza, and appears with the Kong Family in the "Cast of Characters" part of the ending. | |
Cranky Kong | Cranky Kong is the host of the Monkey Museum, the successor to his cabin from Donkey Kong Country. Cranky provides level hints to the Kongs at a fee. In the Game Boy Advance version, the Monkey Museum was renamed to Cranky's Hut, and he also hosts the Expresso's Racing bonus game. | |
Donkey Kong | Donkey Kong is the titular character of the Donkey Kong franchise. In the game's backstory, Donkey Kong was kidnapped and held ransom by Kaptain K. Rool and the Kremlings, who demanded the Kongs give the Banana Hoard to them. Diddy and Dixie go on an adventure to rescue Donkey Kong. | |
Funky Kong | Funky Kong operates a flight rental service, Funky's Flights II, which is the successor to Funky's Flights from the previous game. He leases the Biplane Barrel to Diddy and Dixie, allowing them to travel back to worlds they have previously visited. In the Game Boy Advance version, Funky hosts a challenge in each world, and allows the Kongs to use the Gyrocopter from the world map. | |
Klubba | Klubba is a large Kremling who operates a tollbooth, Klubba's Kiosk, in nearly every world. He prevents others from entering the Lost World, but Diddy and Dixie can pay 15 Kremkoins to Klubba from each of his kiosks to access the Lost World from that location and unlock one of its levels. Klubba wields a cudgel, and if the Kongs decide to leave his kiosk, Kudgel whacks them out using his cudgel. In the Game Boy Advance version, Klubba hosts a firefly collecting mini-game. | |
Swanky Kong | Swanky debuts in the game and is the host of a game show, Swanky's Bonus Bonanza. In it, Swanky gives three questions to Diddy and Dixie. If they answer all three correctly, Swanky rewards them with Extra Life Balloons. | |
Wrinkly Kong | Wrinkly Kong debuts in the game and is the wife of Cranky Kong. She operates a Kong Kollege in nearly every world, and like her husband, Wrinkly provides hints and information to the Kongs. She also has a crucial role of allowing the Kongs to save their game progress. In the Game Boy Advance version, Diddy and Dixie can obtain the Scrapbook from Wrinkly, who provides hints on the photograph location. |
Animal Friends
Animal Friends are animals who help Diddy and Dixie on their adventure. Each Animal Friend has its own abilities to help the Kongs find Bonus Barrels, Cranky's Video Game Hero Coins, Banana Coin, and other collectible items. There are a total of nine Animal Friends, the most of any Donkey Kong Country series game. Diddy and Dixie can only transform into or ride six of the Animal Friends. Animal Friends have a larger role than in Donkey Kong Country, because many levels cannot be completed without them, and more Bonus Levels can only be accessed by them. Some Animal Friends can perform a super move, where they build up energy before unleashing a powerful attack.
Image | Name | Description | First level appearance | Last level appearance |
---|---|---|---|---|
Clapper the Seal | Clapper is a seal with the ability to cool or freeze water temporarily. Diddy and Dixie can get Clapper to cool the water when they jump on him. In Lava Lagoon, Clapper cools the boiling liquid into water, allowing the Kongs to swim through the water. In Clapper's Cavern, Clapper freezes the water to solid ice, allowing the Kongs to move past the Snapjaw below. | Lava Lagoon | Clapper's Cavern | |
Enguarde the Swordfish | Enguarde, who first appeared in Donkey Kong Country, is an Animal Friend who appears in underwater levels. With his sharp bill, Enguarde can defeat most underwater enemies. The game introduces the Superstab, which allows Enguarde to break open some walls. | Lockjaw's Locker | Animal Antics | |
Expresso (Game Boy Advance version only) | In the remake, Expresso is featured in the Bonus Game, Expresso's Racing. During the adventure, Expresso is owned by Cranky Kong, who wants to train him into becoming a racing bird. Unlike other Animal Friends, Expresso does not appear in any of the main levels to help Diddy and Dixie. The Kongs must use Golden Feathers to boost Expresso's stats and allow him to win tougher races. | None (Expresso's Racing only) | None (Expresso's Racing only) | |
Glimmer the Angler Fish | Glimmer only appears in a single level, Glimmer's Galleon, where his flashlight guides the Kongs through the dark area. He is the only Animal Friend that is unaffected by enemies and stage hazards, and the only one that the Kongs cannot ride. | Glimmer's Galleon | Glimmer's Galleon | |
Quawks | Quawks is type of parrot like Squawks, and he can be distinguished from Squaks by his indigo color. Quawks only appears in the level Parrot Chute Panic, and unlike Squawks, he can neither spit eggs nor flap higher. He only slowly descends down the hive and around the Zingers. | Parrot Chute Panic | Parrot Chute Panic | |
Rambi the Rhino | Rambi is an Animal Friend returning from Donkey Kong Country. He is a powerful ally, capable of defeating most enemies with its horn. Rambi's Supercharge ability, which is introduced in this game, allows him to charge fast into enemies and break some walls leading into a Bonus Level. | Pirate Panic | Animal Antics | |
Rattly the Rattlesnake | Rattly has a similar role to Winky the Frog from the previous game, as he has the ability to perform very high jumps. With this ability, Rattly can reach higher areas and items and Bonus Barrels that the Kongs cannot reach themselves. With his Superjump ability, Rattly can charge up and then perform an even higher jump. | Topsail Trouble | Animal Antics | |
Squawks the Parrot | Squawks is a green parrot who flies the Kongs to higher areas. He can shoot pellets from its mouth, allowing him to defeat stronger enemies like Zingers. | Squawks's Shaft | Animal Antics | |
Squitter the Spider | Squitter can shoot web projectiles to attack other enemies as well as create temporary web platforms for moving across gaps and going up to higher areas. Unlike the other Animal Friends, Squitter gets injured if he touches an enemy. | Hot-Head Hop | Animal Antics |
Enemies
Template:Quote2 The game features a handful of enemies, many of whom are Kremlings. Most of them first appear in Donkey Kong Country 2: Diddy's Kong Quest, though a few of them return from Donkey Kong Country.
Image | Name | Description | First level appearance | Last level appearance |
---|---|---|---|---|
Cat O' 9 Tails | Cat O' 9 Tails are blue cats with many tails. They attack by rapidly spinning around while following the Kongs. Cat O' 9 Tails eventually get dizzy from spinning, which allows the Kongs to defeat them by jumping on them. Sometimes, as it spins, the Cat O' 9 Tails catches the Kongs into its tails and throws them upward. | Mudhole Marsh | Fiery Furnace | |
Click-Clack | Click-Clacks are large beetle enemies who move around back and forth. The Kongs can defeat a Click-Clack by jumping on it twice; the first jumps flips over a Click-Clack, allowing the Kongs to pick it up and throw it. Click-Clacks can instantly be defeated if the Kongs roll into it or throw an object at it. | Mainbrace Mayhem | Clapper's Cavern | |
Flitter | Flitters are large blue dragonflies appearing in midair. Some move back and forth whereas some others stay in one spot. Flitters are often used by the Kongs to get across gaps. | Topsail Trouble | Animal Antics | |
Flotsam | Flotsams are stingrays and underwater enemies who swim around in the water. Like the other underwater enemies, they can only be defeated by Enguarde. There are both blue and green Flotsams: the blue ones continue moving in a single direction while the green ones move around from left to right. | Lockjaw's Locker | Animal Antics | |
Kaboing | Kaboings are a type of Kremling with two peg legs. They can only move by bouncing around: some Kaboings only bounce in place while some jump forward. There are green and gray Kaboings, and the former can jump farther than the latter. The Kongs can defeat Kaboings by jumping on their head. | Gangplank Galley | Animal Antics | |
Kaboom | Kabooms are red Kremlings who disguise themselves as a TNT Barrel, like how Klobbers disguise themselves as a barrel. Kabooms hide in their TNT Barrel, and if the Kongs approaches one, it jumps out and attempts to run into them. The Kongs can defeat Kabooms by jumping on them and then throwing them like a TNT Barrel. | Ghostly Grove | Klobber Karnage | |
Kackle | Kackles are large, skeletal Kremlings who only appear in Haunted Hall. There are four Kackles, each of whom chases the Kongs throughout segments of the level. When the Kongs are chased by a Kackle, a time limit appears on top of the screen, and if it hits zero, the Kackle attacks the Kongs. Diddy and Dixie must run into Plus Barrels, which increase the timer and thus prevent the Kackle from attacking the Kongs, and avoid the Minus Barrels, which reduce the timer. | Haunted Hall | Haunted Hall | |
Kannon | Kannons are Klumps dressed up in pirate gear. They wield a cannon that shoots kannonballs at the Kongs, though sometimes it shoots out barrels, which the Kongs can bounce on to cross large gaps. | Kannon's Klaim | Animal Antics | |
Klampon | Klampons are crocodilian enemies with large jaws, like Klaptraps from Donkey Kong Country. They attack by biting Diddy and Dixie. | Hot-Head Hop | Animal Antics | |
Klank | Klanks are a type of Kremling who ride on Roller Coasters. They only appear in two levels: Target Terror and Rickety Race. In the former level, Klanks attack Diddy and Dixie by throwing barrels at them, and in the latter level, the Kongs must race past several Klanks until reaching the end of the level. | Target Terror | Rickety Race | |
Klinger | Klingers are found on ropes, chains, and pond reeds, which they climb up and slide down repeatedly. | Mainbrace Mayhem | Screech's Sprint | |
Kloak | A ghostly Kremling capable of floating in midair. Kloaks pull out random enemies, objects, and items from the air and throw them at the Kongs. | Barrel Bayou | Screech's Sprint | |
Klobber | Klobbers are enemies who wear and hide inside a barrel as a disguise. When the Kongs approach a Klobber, it gets up and starts running after the Kongs. Klobbers attempt to push the Kongs into a pit. They have two other variants: yellow Klobbers, who cause the Kongs to drop a Banana Bunch from each hit, and black Klobbers, who make them drop a Red Balloon with each hit. The Kongs can quickly regain their dropped items before they disappear. | Pirate Panic | Klobber Karnage | |
Klomp | Klomps are Kremlings with a peg leg. These enemies slowly move back and forth, and the Kongs can easily defeat them with any attack. | Pirate Panic | Ghostly Grove | |
Krockhead | Krockheads are, as their name suggests, crocodile heads submerged in swamp water and the lava. They are used as platforms by Diddy and Dixie to safely cross over. Some Krockheads repeatedly emerge then sink below, meaning that Diddy and Dixie must quickly jump from them. Green Krockheads are used as standard platforms while the red ones spring the Kongs into the air. | Hot-Head Hop | Mudhole Marsh | |
Krook | Krooks are Kremlings wearing a trenchcoat and have two hooks for its hands. They attack by throwing a hook like a boomerang at the Kongs. They can be defeated by a cartwheel or jump attack, though some are out of range and must only be avoided. | Squawks's Shaft | Fiery Furnace | |
Kruncha | Krunchas are strong, muscular Kremlings. It is invulnerable to jump attacks, and if Diddy and Dixie attempt it, the Kruncha turns bright red and moves around the area. They can be defeated if an object, such as a barrel, is thrown at them, or by team up attack. They have a more uncommon pink variant, which appears in Castle Crush and Clapper's Cavern. | Gangplank Galley | Clapper's Cavern | |
Kutlass | Kutlasses are short Kremlings who wield two large swords. If the Kongs approach a Kutlass, it chases them and attempts to slash them with their swords. If the Kutlass misses, the Kongs have a brief moment to jump on them before the Kutlass pulls its swords back up. There are yellow and green varieties, the latter of whom picks up its swords faster after attacking with them. | Krockhead Klamber | Fiery Furnace | |
Lockjaw | Lockjaws are piranha fish who try and bite the Kongs when they approach them. Like most other underwater enemies, Lockjaws can only be defeated by Enguarde. | Lockjaw's Locker | Animal Antics | |
Mini-Necky | Mini-Neckys are small vultures who wear a bandanna. They attack by swooping at the Kongs, and can be defeated by a jump attack or if the Kongs use a held object. It is one of the two enemies to directly reappear from Donkey Kong Country, the other being Zingers. | Kannon's Klaim | Animal Antics | |
Neek | Neeks are one of the weakest enemies, along with Klomps. They simply move around the ground and attempt to hit the Kongs. These enemies can be defeated from any attack. | Pirate Panic | Animal Antics | |
Puftup | They are spiky pufferfish and underwater enemies. They inflate when the Kongs approach them, and some then explode and release spikes in four directions. | Lava Lagoon | Animal Antics | |
Screech | Screech is Kaptain K. Rool's pet parrot and a mini-boss whom Squawks races in the second half of Screech's sprint. | Screech's Sprint | Screech's Sprint | |
Shuri | Shuries are starfish and underwater enemies. Their name is a pun on shuriken, as when the Kongs approch a Shuri, it spins around and attempts to hit into the Kongs. They can only be defeated by Enguarde. | Lockjaw's Locker | Animal Antics | |
Snapjaw | Snapjaws are purple piranha fish and the invincible counterpart of Lockjaw. They only appear in two levels, Slime Climb and Clapper's Cavern. In both levels, a Snapjaw patrols the water below the Kongs, and bites them if they fall in. | Slime Climb | Clapper's Cavern | |
Spiny | Spinies are spiked porcupines who attack with their sharp quills. If the Kongs jump on a Spiny, they get injured; they can defeat a Spiny by a frontal rolling attack. | Glimmer's Galleon | Fiery Furnace | |
Zinger | Zingers are large wasps and airborne enemies. They either remain in one spot or move back and forth. There are yellow and red Zingers; the yellow ones cannot be defeated by the Kongs alone, only with an Animal Friend or by throwing an object at it. Red Zingers are invincible. | Gangplank Galley | Animal Antics |
Bosses
Like Donkey Kong Country, a boss is fought at the end of every world after beating every stage in their respective order. Every boss level has a unique stage, a notable difference from Donkey Kong Country where every boss stage took place between similar piles of banana bunches. Every boss's name in the game begins with 'K'.
Image | Name | Description |
---|---|---|
Krow | Krow is the first boss and is a large vulture who appears at the end of Gangplank Galleon. It attacks by taking a large egg from its nest and throwing it down at the Kongs, or by bumping into its nest, causing numerous large eggs to fall. The Kongs can attack Krow by throwing a large egg at him. After taking four hits, Krow is defeated. | |
Kleever | Kleever is the second boss and is a giant sword who appears at the end of Crocodile Cauldron. It attacks by swinging itself at Diddy and Dixie, or by launching fireballs from the lava at them. The Kongs can attack Kleever by throwing a kannonball at it. After being hit by a kannonball, hooks drop from the sky, and the Kongs must move to the other side of the arena. Kleever usually rapidly slashes itself after the Kongs. After taking six hits, Kleever is defeated, as it breaks apart into pieces. In the Game Boy Advance version, during the boss battle against Kerozene, he sometimes sends out a few small Kleevers to attack the Kongs. | |
Kudgel | Kudgel is the third boss, found at the end of Krem Quay. He is a large muscular Kremling who heavily resembles Klubba, except Kudgel has gray skin. Kudgel wields a large spiked club for a weapon against Diddy and Dixie. He also has the ability to jump high and causes the ground to shake from landing. The Kongs must throw a TNT Barrel to attack Kudgel, who gets defeated after taking six hits. | |
King Zing | King Zing is a large Zinger and the fourth boss, located at the end of Krazy Kremland. He constantly moves around his beehive, and is fought by Squawks. King Zing's weakness is his stinger, which Squawks must spit a coconut at to attack him. After taking some hits, King Zing shoots spikes in every direction and then resumes moving around. When King Zing takes six hits, he shrinks to the size of a normal Zinger and summons other Zingers to guard him. Squawks can defeat King Zing by spitting three more coconuts while he is in this state. | |
Kreepy Krow | Kreepy Krow is the ghostly form of Krow, who was defeated at Gangplank Galleon earlier in the game. Kreepy Krow is the fifth boss and is battled at the end of Gloomy Gulch. He is fought in three sections of the stage. He sends ghost Mini-Neckies to attack the Kongs, though one of them is a normal Mini-Necky. By jumping on the live Mini-Necky, this spawns a barrel, which the Kongs must use to attack Kreepy Krow. After he takes three hits, Kreepy Krow is defeated. | |
Kerozene (Game Boy Advance version only) | Kerozene is a massive, orange Kremling who only appears in the Game Boy Advance version, at the end of K. Rool's Keep. He attacks the Kongs with his giant hands and by breathing fire at them. The Kongs can attack Kerozene by hitting his face with a kannonball at its face. He sometimes sends small Kleevers to attack the Kongs. | |
Kaptain K. Rool | Kaptain K. Rool is the pirate alias of King K. Rool. He is the main villain and the final boss. Kaptain K. Rool is first encountered at The Flying Krock and later at the Lost World. In the first battle, at K. Rool Duel, Kaptain K. Rool wields a blunderbuss, which he uses to shoot kannonballs and gases at the Kongs. He also dashes from one side of the arena to the other, attempting to hit Diddy and Dixie. The Kongs can attack Kaptain K. Rool by throwing a kannonball into his blunderbuss. If they do this nine times, Kaptain K. Rool is defeated. In the second battle, at Krocodile Kore, Kaptain K. Rool shoots numerous objects out from his blunderbuss. The last object he shoots out is a barrel containing a kannonball. Unlike the first battle, K. Rool is defeated instantly when the Kongs throw the kannonball into his blunderbuss. |
Items and objects
Template:Quote2 A variety of items and objects appear throughout the levels, and they each have a unique purpose.
Image | Name | Description |
---|---|---|
Animal Crates | These objects contain a certain Animal Friend whose silhouette appears on the crate. By jumping on an Animal Crate, Diddy and Dixie can free the Animal Friend, mount it, and continue with it in the level. | |
Bananas | Bananas are scattered all over Crocodile Isle. If Diddy or Dixie Kong collect 100 of these, they get an extra life. Sometimes a trail of bananas may lead to a hidden item or path. | |
Banana Bunches | Like normal bananas, Banana Bunches are scattered all over Crocodile Isle. They reward ten bananas to the player, and it allows them to obtain 100 bananas quicker. | |
Banana Coins | Banana Coins are the currency that Diddy and Dixie use on Crocodile Isle to pay for the supporting Kongs' services. There are several of them in every level, and a few of them appear in a boss level. | |
Crates | Like barrels, crates are objects that the Kongs can carry and throw, except they are more fragile because they always break if thrown at something. | |
End of Level Target | These are high striker-esque mechanisms with a landing target and a pole with a barrel roulette on top; the prizes usually include Bananas, Banana Bunches, Banana Coins, or a Red Balloon. The letter G or a Cranky's Video Game Hero Coin rarely appear on the roulette. The Kongs can only win a prize if they land on the target hard enough, either by jumping from a height or by blasting from a Barrel Kannon. | |
Extra Life Balloons | Extra Life Balloons come in three varieties: Red Balloons, Green Balloons, and Blue Balloons, and each type respectively rewards one, two, or three lives. | |
K-O-N-G Letters | These are a series of four individual gold tokens, each being a letter of "Kong": 'K', 'O', 'N', and 'G'. These letters are scattered at different parts of the level. Diddy and Dixie can optionally collect all of them for an extra life. | |
Kannonballs | Kannonballs are an object that appear in some levels. For reach level it the Kongs must carry it all the way into a nearby kannon, causing it to glow and fire Diddy and Dixie to a Bonus Level. Kannonballs appear in some "Destroy Them All!" Bonus Level challenges, as objects which can be thrown at other enemies, and is used during the boss fight against Kleever. | |
Ropes | While not technically an object, Ropes are a species of ghostly ropes who repeatedly vanish and reappear. Aside from this, they are used by the Kongs like normal ropes. | |
Treasure Chests | Treasure Chests are another object that the Kongs can carry and throw. If the Kongs hit a number of enemies with a chest (usually varies between one through three times), it breaks open and reveals an item such as a Banana Bunch Coin. Some chests contain a kannonball. The Kongs cannot break a chest by throwing it on the ground. |
Barrels
Barrels are prominent objects throughout the Donkey Kong series. Multiple variants of these objects exist, many which are featured in Donkey Kong Country 2.
Image | Name | Description |
---|---|---|
Animal Barrel | If Diddy and Dixie jump into an Animal Barrel, they transform into the pictured Animal Friend, either Enguarde, Rambi, Rattly, Squawks, or Squitter. They are similar to Animal Crates by allowing the player to control an Animal Friend. | |
Barrels | Normal Barrels appear in most levels and are objects that the Kongs can throw into other enemies. When Diddy or Dixie throw a barrel, it rolls on the ground and breaks when it hits a wall. Barrels, along with other carriable objects, can be used to defeat normal Zingers. | |
Barrel Kannons | Barrel Kannons are hovering barrels that the Kongs can enter to blast into a certain direction. Their main purpose is to allow the Kongs to blast across gaps. When the player presses a button, the Kongs are blasted out in the direction that the barrel was facing. Some Barrel Kannons spin in circles while others only move between a few directions. There are two other types of Barrel Kannons: Blast Barrels, which automatically blast the Kongs in the direction it faces, and Arrow Barrels, which are very similar to Blast Barrels except that the Kongs have slight control of the direction they move in upon being blasted out. | |
Biplane Barrel | The Biplane Barrel is a vehicle at Funky's Flights II that can take Diddy and Dixie back to a world that they have previously visited. It is the successor of the Funky Barrel in Donkey Kong Country. The Kongs must pay two Banana Coins to Funky Kong when they first use the Biplane Barrel, but it subsequently becomes free of charge. In the Game Boy Advance remake, it is replaced by the Gyrocopter, which can be used from the world map at any time (provided the Kongs have completed the Aerial Loop challenge). | |
Bonus Barrels | Bonus Barrels warp the Kongs into a Bonus Level challenge, where they must complete a task for a Kremkoin. Bonus Barrels are very common and usually appear either once or twice in every level, though a few levels feature three Bonus Barrels. | |
Diddy & Dixie Barrels | Diddy & Dixie Barrels are a type of Barrel Kannon that only pictured Kong (either Diddy or Dixie) can enter if they are in lead. | |
DK Barrels | If either Diddy or Dixie is missing, the other Kong can break a DK Barrel to free them. If both Kongs are present, the DK Barrels do not release anything. Regardless, it can be used like a normal barrel. | |
Exclamation Point Barrels | Exclamation Point Barrels act like a Super Star from the Super Mario series, as they grant temporary invincibility to the Kongs. While in this state, Diddy and Dixie flash in a white color, allowing them to defeat most enemies they touch and to walk over spiky surfaces. | |
Golden Barrel | The Golden Barrel is a unique barrel that only appears in Klubba's Kiosk. In a world, when the Kongs pay 15 Kremkoins to Klubba, he allows them to enter the Golden Barrel. The Golden Barrel warps Diddy and Dixie to the Lost World, from which they can access one of its levels from each Klubba's Kiosk. | |
Krockhead Barrels | Krockhead Barrels are rare barrels that can only be found around the swamp levels of Krem Quay. When hit, they summon Krockheads from the swampy water to be used as platforms. | |
Plus and Minus Barrels | Plus and Minus Barrels only appear in the level Haunted Hall, and are respectively used to increase and decrease the timer. If the timer runs out, Kackle injures the Kongs. A single Plus Barrel appears in an earlier level, Rickety Race, and it has a different role of speeding up the Roller Coaster just as it hits into it. In one Bonus Level, the Plus Barrel causes the Roller Coaster go backwards. | |
Rotatable Barrels | Rotatable Barrels are a type of Barrel Kannon that the player can rotate in any direction. They have a countdown timer on them, and the Kongs are automatically fired out when it reaches zero. | |
Star Barrels | Star Barrels appear halfway through every level, and the Kongs can activate one by jumping at it. Therefore, if the Kongs lose a life and re-enter the level, they can continue from the Star Barrel. | |
Steerable Barrels | Steerable Barrels only appear in the level, Fiery Furnace. They are similar to Rotatable Barrels except that the Kongs move the barrel around instead of rotating it. When the time limit reaches zero, the Kongs are blasted out of the barrel. | |
TNT Barrels | TNT Barrels are explosive barrels and are stronger than normal barrels. If the Kongs throw a TNT Barrel at a fragile wall, they can blast it away and create an opening. TNT Barrels can also be used to instantly defeat red Zingers. |
Collectibles
There are a few unique items that are collectibles, which the Kongs are required to collect in order to complete the game. They appear in most levels.
Image | Name | Description |
---|---|---|
Cranky's Video Game Hero Coins | Cranky's Video Game Hero Coins are large golden coins bearing the DK symbol. They were hidden by Cranky Kong in every level. There are 40 to collect. After beating Kaptain K. Rool, Cranky tallies up how many the Kongs have collected and ranks Diddy accordingly as a part of Cranky's "Video Game Hero" contest. In the Game Boy Advance version, the total was increased to 68 due to some additional tasks and minigames. | |
Kremkoins | A Kremkoin appears at the end of every Bonus Level challenge when Kongs have met its objective. They must be paid at Klubba's Kiosk to enter the Lost World levels. | |
Golden Feathers (GBA version) | A Golden Feather is hidden in every level in the Game Boy Advance version. Diddy and Dixie can use Golden Feathers to upgrade Expresso's stats in the Expresso's Racing bonus game. | |
Photographs (GBA version) |
Photographs are used to fill the Scrapbook, which Wrinkly gives the Kongs in the Game Boy Advance version. There are a total 40 photographs, and there are a few ways that the Kongs can obtain them. Some are obtained by defeating an enemy with a camera icon over its head, others are hidden in a level, and some photographs are obtained by fully completing a Kong's mini-game or challenge. |
Supporting locations
There are five unique locations which are hosted by a supporting character, and these areas appear in most worlds.
Name | Description |
---|---|
Funky's Flights II |
Diddy and Dixie can lease Funky Kong's Biplane Barrel to travel to worlds that they have previously visited. In the Game Boy Advance version, Funky only uses the location to host a specific Gyrocopter challenge in each world. The remake allows the player to use the Gyrocopter from the world map at any time after they complete the Aerial Loop challenge. |
Swanky's Bonus Bonanza |
An optional quiz mini-game hosted by Swanky Kong. Diddy and Dixie have to correctly answer three questions, each being trivia related to the game, to win Extra Life Balloons. After completing a challenge, the Kongs cannot replay it. |
Kong Kollege |
An establishment run by Wrinkly Kong where Diddy and Dixie can save their game (in each world, the first save is free but is subsequently priced at two Banana Coins) or purchase level hints. In the Game Boy Advance version, the Kongs cannot save their game at Kong Kollege. They can obtain the scrapbook from Wrinkly, and later have her grade each page filled with photographs (she rewards a Video Game Hero Coin per page). |
Monkey Museum (SNES) / Cranky's Hut (GBA) |
Here, Cranky Kong gives vague hints of where the Kongs can find secrets within levels; like Kong Kollege, some advice is free while others cost Banana Coins. In the Game Boy Advance version, the location is renamed to Cranky's Hut, where Cranky also hosts the Expresso Racing minigame. |
Klubba's Kiosk |
A tollbooth operated by Klubba to guard others from entering the Lost World. However, at each location, Klubba allows Diddy and Dixie to enter a level of the Lost World if they pay fifteen Kremkoins to him. In the Game Boy Advance version, Klubba also hosts a minigame, Bag a Bug. |
Levels
Levels and Bonus Areas | |||||
---|---|---|---|---|---|
Gangplank Galleon | |||||
# | Level | Bonus Areas | Type of level | Music theme | |
SNES | GBA | ||||
1 | Pirate Panic | 2 | Ship deck | Klomp's Romp | |
2 | Mainbrace Mayhem | 3 | Ship mast | Jib Jig | |
3 | Gangplank Galley | 2 | Ship deck | Klomp's Romp | |
4 | Lockjaw's Locker | 1 | Ship hold | Lockjaw's Saga | |
5 | Topsail Trouble | 2 | Ship mast | Jib Jig | |
6 | BOSS LEVEL: Krow's Nest | 0 | Ship mast | Boss Bossanova | |
Crocodile Cauldron | |||||
# | Level | Bonus Areas | Type of level | Music theme | |
SNES | GBA | ||||
7 | Hot-Head Hop | 3 | Lava | Hot Head Bop | |
8 | Kannon's Klaim | 3 | Mines | Kannon's Klaim | |
9 | Lava Lagoon | 1 | Ship hold | Lockjaw's Saga | |
10 | Red-Hot Ride | 2 | Lava | Hot Head Bop | |
11 | Squawks's Shaft | 3 | Mines | Kannon's Klaim | |
12 | BOSS LEVEL: Kleever's Kiln | 0 | Lava | Boss Bossanova | |
Krem Quay | |||||
# | Level | Bonus Areas | Type of level | Music theme | |
SNES | GBA | ||||
13 | Barrel Bayou | 2 | Swamp | Bayou Boogie | |
14 | Glimmer's Galleon | 2 | Ship hold | Lockjaw's Saga | |
Ship deck | Snakey Chantey (Klomp's Romp in GBA version) | ||||
15 | Krockhead Klamber | 1 | Swamp | Bayou Boogie | |
16 | Rattle Battle | 3 | Ship deck | Snakey Chantey | |
17 | Slime Climb | 2 | Ship mast | Jib Jig | |
18 | Bramble Blast | 2 | Brambles | Stickerbush Symphony | |
19 | BOSS LEVEL: Kudgel's Kontest | 0 | Swamp | Boss Bossanova | |
Krazy Kremland | |||||
# | Level | Bonus Areas | Type of level | Music theme | |
SNES | GBA | ||||
20 | Hornet Hole | 3 | Hive | Flight Of The Zinger | |
21 | Target Terror | 2 | Roller coaster | Disco Train | |
22 | Bramble Scramble | 1 | Brambles | Stickerbush Symphony | |
23 | Rickety Race | 1 | Roller coaster | Disco Train | |
24 | Mudhole Marsh | 2 | Swamp | Bayou Boogie | |
25 | Rambi Rumble | 2 | Hive | Flight Of The Zinger Run, Rambi! Run! (Bad Bird Rag in GBA version) | |
26 | BOSS LEVEL: King Zing Sting | 0 | Hive | Boss Bossanova | |
Gloomy Gulch | |||||
# | Level | Bonus Areas | Type of level | Music theme | |
SNES | GBA | ||||
27 | Ghostly Grove | 2 | Forest | Forest Interlude | |
28 | Haunted Hall | 3 | Roller coaster | Haunted Chase | |
29 | Gusty Glade | 2 | Forest | Forest Interlude | |
30 | Parrot Chute Panic | 2 | Hive | Flight Of The Zinger | |
31 | Web Woods | 2 | Forest | Forest Interlude | |
32 | BOSS LEVEL: Kreepy Krow | 0 | Ship mast | Boss Bossanova | |
K. Rool's Keep | |||||
# | Level | Bonus Areas | Type of level | Music theme | |
SNES | GBA | ||||
33 | Arctic Abyss | 2 | Ice | In A Snow-bound Land | |
34 | 36 | Windy Well | 2 | Mines | Kannon's Klaim |
35 | 34 | Castle Crush | 2 | Castle | Krook's March |
36 | 35 | Clapper's Cavern | 2 | Ice | In A Snow-bound Land |
37 | Chain Link Chamber | 2 | Castle | Krook's March | |
38 | Toxic Tower | 1 | Castle | Krook's March | |
39 | BOSS LEVEL: Stronghold Showdown | 0 | Castle | False Triumph? (Boss Bossanova in GBA version) | |
The Flying Krock | |||||
# | Level | Bonus Areas | Type of level | Music theme | |
SNES | GBA | ||||
40 | Screech's Sprint | 1 | Brambles | Stickerbush Symphony Bad Bird Rag | |
41 | BOSS LEVEL: K. Rool Duel | 0 | Gunship | Crocodile Cacophony | |
Lost World | |||||
# | Level | Bonus Areas | Type of level | Music theme | |
SNES | GBA | ||||
42 | Jungle Jinx | 1 | Jungle | Primal Rave | |
43 | Black Ice Battle | 1 | Ice | In A Snow-bound Land | |
44 | Klobber Karnage | 1 | Jungle | Primal Rave | |
45 | Fiery Furnace | 1 | Lava | Hot Head Bop | |
46 | Animal Antics | 1 | Jungle | Primal Rave | |
Ice | In A Snow-bound Land | ||||
Jungle | Primal Rave | ||||
Brambles | Stickerbush Symphony | ||||
Jungle | Primal Rave | ||||
47 | BOSS LEVEL: Krocodile Kore | 0 | Altar | Crocodile Cacophony |
Cheats
In the original version, when the player starts a new file, they can press Down numerous times to navigate down to the hidden Cheat Mode option. While highlighting the option, the player can press a combination of buttons to enter one of two cheats:
- One cheat removes all the DK Barrels. It is activated by entering: B, A, Right, Right, A, Left, A, X
- One cheat causes the Kongs to start with 50 lives. It is activated by entering: Y, A, Select, A, Down, Left, A, Down
The Game Boy Advance version has its own Cheats menu (under Options), where the player instead inputs a cheat from a keypad of capital letters. There are nine cheats that they can enter.
Cheat | Effect |
---|---|
FREEDOM | Unlocks all levels |
HELPME | Start with 15 lives |
KREDITS | Shows the game staff credits |
ONETIME | Opens the Music Player menu |
RICHMAN | Start with 10 Banana Coins |
ROCKARD | Removes DK Barrels and Star Barrels |
WEAKLING | Start with 55 lives |
WELLARD | Removes only DK Barrels |
WELLRICH | Start with 50 Banana Coins |
Differences in other versions
In addition to regional differences, there are two main revisions of the SNES release.[2][3] Changes from the first version:
- V1.1
- Jungle Jinx and Klobber Karnage both have their bonus areas' color schemes swapped from the previous version.
- King Zing moves faster during King Zing Sting.
- Infinite throwing jump glitch fixed.
- Various bugs fixed.
- This section is a stub. You can help the Super Mario Wiki by expanding it.
Game Boy Advance
It has been requested that this section be rewritten.
As was the case with the Game Boy Advance remake of the original Donkey Kong Country (and the later remake of Donkey Kong Country 3), changes have been made to the game, including:
- An intro cutscene is played when the player starts a new file, which is an abridged version of the story from the manual. There are some differences, most of it being dialogue:
- Funky Kong starts off surfing the waves, but accidentally falls into the water.
- After Cranky talks with Donkey Kong, The Flying Krock hovers above Donkey Kong. Kaptain K. Rool orders his minions (a Krook, a Kannon, and a Kaboing are shown) to kidnap Donkey Kong as a means to ensure that Donkey Kong does not interfere with his plans. Two ropes drop beneath the airship, and eight Klingers (four on each rope) slide down into the trees. Two green Kutlasses ambush Donkey Kong on each side and tie him up. Donkey Kong is pulled up into the airship, where K. Rool tells Donkey Kong that he will never be seeing his friends or DK Island again.
- Diddy and Dixie ask Cranky to read the note aloud. The note is nearly identical to the one in the manual, except that the "To the yellow-bellied, land-lubbing Kong Family:" salutation was removed.
- The manual story describes Diddy and Dixie arguing with Cranky over them rescuing Donkey Kong. It also describes Funky and Wrinkly originally not wanting to help rescue Donkey Kong. This does not happen during the cutscene.
- At the end of the cutscene, Funky suggests that all of them go tomorrow before rescuing Donkey Kong. Diddy insists on leaving immediately, and says that Enguarde will take them.
- In the original, the last level in K. Rool's Keep, Stronghold Showdown, was a small room where Donkey Kong was found tied up and suspended, and Diddy or Dixie would do their victory dances, only to see DK get snatched away. In the Game Boy Advance version, the level is on the castle roof, and the player must fight a new boss, Kerozene.
- Kudgel's pants change from yellow to red, matching his artwork.
- The game's graphics are slightly brighter because original Game Boy Advance units do not have a backlit screen. This removed the dark atmosphere of the original version.
- This makes the Lost World look much less menacing though, and Glimmer the Angler Fish has changed from practically mandatory to just helpful due to the increased lighting in Glimmer's Galleon.
- The background of Cranky's Video Game Heroes was changed to have a beach theme.
- Target Terror and Rickety Race are set at sunset rather than at night.
- Certain levels, like the three ice levels and Toxic Tower, now have different palettes, rather than being colored the same.
- The file selection screen at the beginning now has Diddy Kong as a cursor, a la Donkey Kong Land 2. Additionally, in European versions, the title screen itself is the box art of Donkey Kong Land 2 (the American release has a title screen based on the box art from the original Donkey Kong Country 2, while in the Japanese version, it is based on promotional artwork of Diddy and Dixie exploring a swamp area).
- Cranky Kong talks to the Kongs after they have defeated a boss, which also occurs in the Game Boy Advance versions of Donkey Kong Country and Donkey Kong Country 3.
- Swanky's Bonus Bonanza is redesigned in the remake and has some new questions. Candy Kong also appears as his assistant.
- The view from the windows in Kong Kollege is different based on the world's setting.
- The incorrect math equations on the board were changed, and the heading was changed to "Sums".
- A new game mode called Diddy's Dash is available from the start. In this mode, the player can only play as Diddy and must get to the end of the level as fast as possible. There are no Star Barrels; instead, multiple checkpoints are scattered throughout the stage. If Diddy gets hit by an enemy or obstacle, he instantly appears back at the last checkpoint.
- Minigames have been added to the remake, including Bag a Bug, Expresso Racing, and Funky's Flights. Tiny Kong appears in some of these.
- Funky's Biplane Barrel is replaced with the Gyrocopter, which the Kongs can travel around the world map with for free, after they have completed Aerial Loop.
- The Monkey Museum has been replaced by Cranky's Hut.
- There are more color variations for Kaboings and Flotsams than the original.
- When the Kongs defeat Krow, his spirit, Kreepy Krow, comes out of his corpse and flies away.
- The boss level Kleever's Kiln has lightning effects in the background scenery.
- Instead of just a title screen and file select, a new main menu was added with three options: Start (which represents the file select), Diddy's Dash, and Bonus Games.
- Unlike the original game, all the levels that the player unlocks for the Lost World are accessible from any entrance to it.
- In Cranky's Video Game Heroes, Link and Yoshi were switched to second and third place each. The "No Hopers" trash can, Sonic's shoes, and Earthworm Jim's ray gun were also removed.
- 28 more Cranky's Video Game Hero Coins were added, bringing the total number to 68.
- The Super Nintendo controller does not appear in K. Rool Duel.
- The song "Disco Train", which plays on Roller Coaster levels, has been altered to remove the screaming sounds during its intermission.
- Nearly all sound effects were changed, including the Kongs, enemies, bosses, and even effects such as explosions and wind. Some enemy voices were taken from Donkey Kong 64 and Diddy Kong Racing.
- Dixie's sound effects were reused from Tiny Kong in Donkey Kong 64.
- The hidden music test provides titles from the Official Soundtrack instead of identifiers over the level scenery. However, "Stickerbush Symphony" was renamed to "Stickerbrush Symphony."[4]
- Wrinkly Kong gives a scrapbook to Diddy and Dixie as their "homework". Wrinkly asks them to fill every page with the photographs that they find.
- A new menu was added to the world map, allowing the player to save their game at anytime, review Wrinkly's and Cranky's hints, use the Gyrocopter, check the scrapbook, and check minigame high-scores.
- Swanky Kong charges ten Banana Bunch Coins for rematches against a boss. After Diddy and Dixie defeat the boss, Swanky rewards Blue Balloons to them.
- In the original, when Dixie does her Helicopter Spin, Diddy would float behind her, motionless. In the remake, he somersaults behind her.
- The death and end-of-level music no longer changes depending on the level. It instead changes depending on which character is being used at the time.
- The music "Run! Rambi, Run!" that plays when King Zing chases the Kongs in the original version of Rambi Rumble was replaced by the music heard when racing against Screech in the remake. Despite this, the original music can still be heard in the Sound Test.
- The world maps were redesigned to be larger and more zoomed in.
- Klubba and the Kong Family's residences and visible paths are seen on the world maps, as in the prequel and sequel.
- Additionally, Donkey Kong Island is no longer shown from the Gangplank Galleon and K. Rool's Keep world maps.
- The cheat that allows the player to obtain all Kremkoins in the first level is no longer present. However, it can still be done by entering the code "FREEDOM" in the password screen.
- The player's lives and Banana Coins are now saved, instead of losing them whenever the game is turned off after saving.
- When Kaptain K. Rool is defeated, Donkey Kong knocks him from the Flying Krock via the cockpit, rather than shooting him through the roof. Another scene shows The Flying Krock about to crash, with Funky Kong bringing the Gyrocopter to evacuate Donkey Kong, Diddy, Dixie, and Cranky Kong from the ship just before it gets destroyed. Also, after K. Rool's fall, he is no longer chomped repeatedly by sharks after falling into the waters around Krem Quay; instead, he is shown daring the Kongs to confront him in Krocodile Kore.
- The Krocodile Kore ending was also changed a bit. From a distance, Donkey Kong, Diddy, and Dixie witness Crocodile Isle sink underwater. Celebratory music was added in the background, and K. Rool says that he is not through with the Kongs and that he cannot be stopped. His escape is prevented by Funky Kong, who drops bombs from the Gyrocopter onto K. Rool, who remains adamant on getting revenge on the Kongs.
- Kaptain K. Rool now utters grunts just before his blunderbuss forcibly expels a cannonball. Originally, he only makes sounds when knocked unconscious after each phase of the final battle (which were reused from Krusha).
Glitches
Castle Crush glitch
Warning! Performing this action may corrupt your game's save file.
Note: This glitch only works in the SNES and Wii U versions.
To perform this glitch, the player must enter Castle Crush with Diddy Kong as the lead character (Dixie is optional, but cannot be the lead character). Then, the player must pick up the first DK Barrel and hold it against a wall. The player must now drop the barrel and quickly pick it up again; if done correctly, the barrel will break, but Diddy will act as if he's still holding it. Upon throwing the "invisible barrel", it will be replaced with a nearby object, with the exact object depending on how much of the level had been traversed before throwing.[5] Throughout most of the level, this will cause an enemy to warp in front of Diddy, following which the enemy will often die immediately. If thrown near the top, it will be replaced with the "No Rambi" sign. Both of these outcomes are relatively harmless. However, if thrown shortly after being "picked up," the invisible barrel will be replaced with the nearby Rambi Barrel. The transformation aspect of the Rambi Barrel becomes broken after this happens, and will typically cause Diddy to either turn into a screen-sized glitchy mess, an incorrectly-colored Klubba with no hammer, which stands in place, or a fully-black Kleever, which moves slowly to the side while spinning. In all three of these cases, the game typically will softlock shortly thereafter.
Quotes
- Main article: List of Donkey Kong Country 2: Diddy's Kong Quest quotes
- "All those Kremlings want to do is learn how to fight and squash monkeys!"
- "Those naughty crocodiles! All they want to learn is how to fight and squash monkeys, Tsk!"
- "When you see Kaptain K. Rool, can you ask him if he has done his homework?"
- "Hurry along! School is nearly finished! You need to study a little more if you're going to beat the Kremlings!"
- "You're looking a little weary dear. Would you like to save your game?"
- "Good luck, children."
- "Be careful now, Kongs."
- "Have you been to see my husband Cranky? He complains a little, but he does know everything about this island."
- "Goodbye, dearies."
- "Don't be a stranger now."
- "Well! Just look at all those sums those Kremlings have done. Disgraceful!"
- "I hope you're better behaved than those reptiles. Why I even caught one sharpening his sword in class yesterday."
References to other games
- Donkey Kong - Cranky makes a direct reference to this game in the intro by saying, "Whisking off maidens and chucking barrels seven days a week, I was!"
- Donkey Kong Jr. - The overall game's plot was similar to that of Donkey Kong Jr., where Donkey Kong was abducted by an old foe (Mario in the case of Donkey Kong Jr., and K. Rool in Donkey Kong Country 2), with the main protagonist (the eponymous character in Jr., Diddy and Dixie in Donkey Kong Country 2) having to travel from their home to the main villain's home to save Donkey Kong.
- Super Mario Bros. - The instruction manual's description of the Minus Barrel jokingly states that it will send the player to the Minus World.
- Super Mario series - Mario makes an appearance as a video game hero as first place or second place depending on the number of Cranky's Video Game Hero Coins obtained. Yoshi also appears in second or third place in the SNES version and third place or ranked out in the GBA version depending on the number of coins obtained.
- The Legend of Zelda series - At Cranky's Video Game Heroes, Link can be seen in third place or ranked out in the SNES version and second or third place in the GBA version.
- Sonic the Hedgehog series - Sonic's discarded shoes is seen among the "No Hopers" pile in the original SNES game.
- Killer Instinct - A Killer Instinct arcade cabinet and a poster of Chief Thunder can be seen in Cranky's Monkey Museum.
- Earthworm Jim series - Earthworm Jim's discarded blaster is seen among the "No Hopers" pile in the original SNES game.
- Donkey Kong Country - This game is a sequel and follow-up to Donkey Kong Country. Some graphics, notably for Diddy Kong and several items and objects, are reused from this game. The reason the Kongs do not swap the banana hoard for Donkey Kong is because they had just tried hard to get them back in this game. Also a stuffed Winky is found in the game. Additionally, Cranky states that Donkey Kong Country 2 will never be as good as Donkey Kong Country, and then says that it was "rubbish". The sound effect Steel Barrels play can be heard in Kannon's Klaim, and when Kleever is hit by a cannonball. Steel Kegs cameo in the "ship hold" level type's scenery.
- Donkey Kong Country 2: Diddy's Kong Quest - The remake references the original, as when the monkeys defeat Kerozene Cranky says "I bet you didn't expect that!", as Kerozene did not appear in the original; also K. Rool says "You didn't think it would be so easy did you?" as Kerozene appears.
References in later games
- Donkey Kong Country 3: Dixie Kong's Double Trouble! - This game is a follow-up to Donkey Kong Country 2. Wrinkly mentions how she had given up working in a school, which was her occupation during Donkey Kong Country 2. Also, many of the item sound effects and graphics in Donkey Kong Country 2 are used again in this game. In the Game Boy Advance version, Swanky looks the same as he did in Donkey Kong Country 2.
- Donkey Kong Land 2 - A direct semi-sequel to Donkey Kong Country 2, in which most of the level names and bosses remained the same.
- Donkey Kong 64 - Banana Coins, which debuted in Donkey Kong Country 2, make a return. Paintings of Kaptain K. Rool hang in sunken ships in this game. In the Game Boy Advance version of Donkey Kong Country 2, in Funky's Minigames "Kongnapped" and "Kongnapped 2", Tiny Kong appears.
- DK: Jungle Climber - Funky's Theme in this game is a cover of the theme Funky the Main Monkey.
- WarioWare: D.I.Y. Showcase - The microgame DK Country is based on the game.
- Donkey Kong Country Returns - Ship levels and volcanic levels make a return as well as Banana Coins.
- Donkey Kong Country: Tropical Freeze - The enemies in this game are vikings known as Snomads, but since vikings are a type of pirate, that could be a reference to Donkey Kong Country 2. Also, Dixie Kong returns as a playable character, and her gumball gun and air guitar idle animation (as well as playing a real guitar during the ending) are reminiscent of her blowing bubble gum idle animation and victory animation, respectively, from Donkey Kong Country 2. A bramble level returns, and is named Bramble Scramble after the one in Donkey Kong Country 2.
- Super Smash Bros. Ultimate - In this game, one of King K. Rool's attacks involves him using his blunderbuss and he also wears his pirate hat when using the move. Kaptain K. Rool also appears as a spirit in this game, using his artwork from Donkey Kong Country 2: Diddy's Kong Quest. In King K. Rool's announce trailer "The Rivals", Donkey Kong's and Diddy Kong's eyes comically bulge out in horror when they witness King K. Rool knock away King Dedede (who had posed as King K. Rool as a prank), referencing their reactions when about to face a boss in Donkey Kong Country 2 (and to a lesser extent, Donkey Kong's reaction whenever Kaptain K. Rool regains consciousness and starts the next phase of the final boss battle).
Development
Even before the first Donkey Kong Country turned out to be a blockbuster success, the game's development team already had plans for a sequel.[6] The team focused first on the game's environments; the game's setting was informed by Gregg Mayles life-long obsession with pirates and the fact that the first Donkey Kong Country had already featured most stock platforming level archetypes. While some ideas from its predecessor were carried over, all of the levels in Donkey Kong Country 2 were brand new.[6] Replacing Donkey Kong with new character Dixie Kong came from a desire to take risk and surprise players.[6]
Speaking of the game's level design, Mayles explained that Donkey Kong Country 2 went with a more exploration-based structure as "If we had made it speed runs again then there wouldn't have been much scope for us to go anywhere different with it" and to make the game more different from its predecessor.[6] Secret collectables and the Lost World were included to give the game more intrigue and extend its replay value. Nintendo was less involved in Donkey Kong Country 2's development, which Gregg Mayles chalked up to the success of the first game.[6]
Pre-release and unused content
Rare Witch Project preview and German strategy guide
The Rare Witch Project website once had previews of several upcoming enemies and characters for Donkey Kong Country 2: Diddy's Kong Quest. Among these enemies was a sinister looking character simply dubbed "Mr. X". Mr. X was an early version of the enemy Kackle, a ghostly Kremling that appears in the level Haunted Hall and chases the Kongs throughout the level in the final version of the game. Mr. X was a phantasmagoric white Kremling with red eyes, wearing a large black jacket covered in army medals, he also possessed two small hooks for hands. Despite his status as an unused element, Mr. X somehow managed to be included in the official German player's guide, which cryptically states that he is a character no one has known or has seen.
Reception
Donkey Kong Country 2: Diddy's Kong Quest received widespread critical acclaim, considered by critics to be among the best titles on the Wii's Virtual Console.
Reviews | |||
---|---|---|---|
Release | Reviewer, Publication | Score | Comment |
Wii | Mark Birnbaum, IGN | 8.8/10 | "If you love action-platformer games then Donkey Kong Country 2 is a no-brainer. There is a strong chance that you've already played it on the SNES or GBA so you'd know how similarly it plays to the original. Consequently, it's easy to recommend spending the 800 Wii points to anyone who has enjoyed the original classic by Rareware. Who doesn't love blasting from barrels and collecting bananas? Surely no normal person." |
Wii | Frank Provo, GameSpot | 9/10 | "If you're looking for a diverse platformer that'll take you a while to finish, look no further than Donkey Kong Country 2. It's well worth the 800 Wii points that you'll need to fork over to download it to your Wii." |
Wii | Damien McFerran, Nintendo Life | 9/10 | "Donkey Kong Country 2 may prove frustrating for some younger or less dedicated players. For those who enjoy a challenge this is probably one of the best games available on the Virtual Console. PAL users will be pleased to hear as this is a game developed by Rare this game is optimised for 50Hz. That means no real differences between this and it's[sic] NTSC counterpart." |
Aggregators | |||
Compiler | Platform / Score | ||
GameRankings | 89.81% |
Staff
- Main article: List of Donkey Kong Country 2: Diddy's Kong Quest staff
- Head Programmer
- C. Sutherland
- Assistant Head Programmer
- M. Wilson
- Technical Programmer
- B. Gunn
- Programmer
- T. Attwood
- Characters / Animation
- S. Mayles
- Objects and Additional Characters / Backgrounds
- M. Stevenson
- Backgrounds
- C. Gage
- J. Nash
- A. Smith
Gallery
- For this subject's image gallery, see Gallery:Donkey Kong Country 2: Diddy's Kong Quest.
Diddy Kong and Dixie Kong
Media
- For a complete list of media for this subject, see List of Donkey Kong Country 2: Diddy's Kong Quest media.
Snakey Chantey | File info |
Stickerbush Symphony | File info |
Bad Bird Rag | File info |
Crocodile Cacophony | File info |
School House Harmony | File info |
Names in other languages
Language | Name | Meaning | Notes |
---|---|---|---|
Japanese | スーパードンキーコング2 ディクシー&ディディー[?] Sūpā Donkī Kongu Tsū Dikushī ando Didī |
Super Donkey Kong 2: Dixie & Diddy |
Trivia
- The game was placed 33rd in the 100th issue of Nintendo Power's "100 best Nintendo games of all time" in 1997.[7]
- The subtitle was originally "Diddy Kong's Quest",[citation needed] but was later changed to "Diddy's Kong Quest", which is a pun on "conquest".
- This is the only game in the original Donkey Kong Country trilogy where the players start with four lives at default. The other two games have the players start with five lives at default.
- The game over screen is also used in error and anti-piracy screens in-game. This also occurs in Donkey Kong Country 3: Dixie Kong's Double Trouble!.
- An arcade game manufacturer named Sunwise made a Japan-only slot machine game based on the Japanese version of Donkey Kong Country 2: Diddy's Kong Quest called Swanky no Bonus Slot (which translates to "Swanky's Bonus Slots"). The game would play a music piece while the wheels would spin.[8]
References
- ^ Nintendo removing all Donkey Kong Country games from Virtual Console - Gimme Gimme Games
- ^ https://dkcspeedruns.com/Version_Differences#Donkey_Kong_Country_2
- ^ http://www.dkc-atlas.com/forum/viewtopic.php?t=151&f=7
- ^ TCRF
- ^ YouTube; one of the top comments also explains some of the technical aspects of the glitch
- ^ a b c d e Rory Milne (July 2018), "The Making Of Donkey Kong Country 2". Retro Gamer Magazine Issue 181 (p. 65 to 68). Retrieved September 27, 2020
- ^ http://www.gamekult.com/communaute/forum/voirmessage.html?foid=13000909, retrieved 6/4/2009
- ^ [1]
External links
- Nintendo of Japan webpage (SNES)
- Nintendo of America webpage (SNES)
- Nintendo UK webpage (Game Boy Advance)