Donkey Kong Country
Developer: Rare [Encyclopedia Gamia | Rare Home | IGN]
Release Date: November 1, 1994
Jerry Young got it for us at a Flea Market in Eureka: $40 • December 1995
Perspective: Side view / 2D scrolling
Setting: Jungle / Wilderness
Miscellaneous Attributes: Battery Backed RAM, 3 save slots
Donkey Kong Country, originally released for the Super Nintendo Entertainment System in 1994, was a 2D platformer video game developed by Rareware. This game starred Donkey Kong and Diddy Kong, in their attempt to regain Donkey Kong's stolen banana hoard. It was the very first sidescroller of it is time to feature 3D-generated sprites.
It would later be remade on the Game Boy Color in 2000, and again in 2003 on the Game Boy Advance. Both remakes would feature new Bonus mini-games, new features and the ability to save on the overworld. The original Super Nintendo version would be later released on the Wii's Virtual Console in 2007.
Donkey Kong Country is the first of the Donkey Kong Country Series and there would later be three sequels Donkey Kong Country 2: Diddy's Kong Quest, Donkey Kong Country 3: Dixie Kong's Double Trouble!, and Donkey Kong Country Returns. There would also be a semi-sequel released on the Game Boy in 1995 titled, Donkey Kong Land.
On a dark and stormy night on Donkey Kong Island, Diddy Kong is guarding Donkey Kong's precious Banana Hoard for a night, as a part of his training. He is entrusted to protect the hoard until midnight, while Donkey Kong catches some sleep.
Everything appears to be going fine until Diddy hears some noises outside and gets scared, King K. Rool commands his Kremlings to stick Diddy inside a barrel and hide him in the bushes. Two ropes drop from above, and two Kritters appear. Diddy takes them both out with ease but is overpowered and defeated by a Krusha. In the manual's prologue, it is a Klump that overpowers Diddy Kong instead.
Cranky Kong rushes to the treehouse to wake up Donkey Kong and tell him what has happened. He tells Donkey Kong to check his Banana Cave. Once visiting the Banana Cave, Donkey Kong sets off to retrieve his bananas back and Diddy Kong.
The main protagonist characters of Donkey Kong Country are Donkey Kong and Diddy Kong.
Donkey Kong is the main protagonist for the majority of the Donkey Kong video game series, with the exceptions of Diddy Kong Racing, Donkey Kong Country 2: Diddy's Kong Quest, Donkey Kong Country 3: Dixie Kong's Double Trouble! and the original Donkey Kong Arcade — despite having his name featured in the title. He is a mountain gorilla who generally wears a tie with a unique, banana-shaped hairstyle. Alternate tie and DK colors can be found when playing the Super Smash Bros. series. He is not to be confused with Cranky Kong, who was referred to as Donkey Kong in the original Donkey Kong arcade games and was Mario's — known as Jumpman back then — enemy. However, the current Donkey Kong and Mario still fight, even up to this day. It is over petty things though.
Donkey Kong is the hero of the Donkey Kong Country series. He has a banana hoard located underneath his treehouse. He is much stronger and heavier than his nephew Diddy Kong, and is able to defeat some enemies that Diddy cannot. He has his own move, the Hand Slap.
Diddy Kong is Donkey Kong's sidekick and best friend, often found tagging along with him on his adventures. He first appeared in Donkey Kong Country, and soon had a starring role in Donkey Kong Country 2. He ended up being kidnapped along with Donkey Kong in Donkey Kong Country 3, where Dixie Kong and Kiddy Kong had to save them both.
Diddy noticably is weaker and smaller than Donkey Kong, which prevents him from hurting some large and armored foes, such as Klumps and Krushas, but he makes up for it with a greater amount of speed and jumping ability. He sports his red Nintendo hat and red starry shirt, but also wears different colors as well, such as a white Nintendo hat and a yellow starry shirt.
Diddy Kong first appeared in Donkey Kong Country, where he was found in the very first DK Barrel in the game. He partnered up with Donkey Kong to help retrieve DK's banana hoard from King K. Rool. Here, he sometimes had trouble defeating Kremlings because of his low amount of strength. Diddy appeared in all other remakes of this game: Donkey Kong Land and Donkey Kong Country for the Gameboy Advance.
Diddy's next appearance was in his own game, Donkey Kong Country 2. This time, he and his girlfriend Dixie Kong helped save Donkey Kong from King K. Rool. Partner abilities were added, in which Diddy and Dixie could throw the other to damage an enemy or reach new heights. Diddy played the role of main protagonist in this game, with Dixie being the sidekick.
Diddy was the first member of the DK Crew to be rescued by Donkey Kong in Donkey Kong 64. He was found in Jungle Japes after Donkey Kong had to blasted three switches with his Coconut Gun, thus releasing Diddy from his cage, and earning DK a Golden Banana.
Diddy Kong also had his own spin-off racing game, called Diddy Kong Racing. Along with Diddy Kong himself, the game features other Rare characters, such as Banjo and Conker. The players can choose from carts, airplanes and hovercrafts to race on. The game was later ported to the Nintendo DS under the name Diddy Kong Racing DS.
Diddy Kong and Donkey Kong return as the playable duo in Donkey Kong Country Returns, with Dixie Kong and Kiddy Kong being entirely absent from the game.
The main protagonist characters of Donkey Kong Country are Donkey Kong and Diddy Kong.
Cranky Kong is Donkey Kong's father, who is actually the original "Donkey Kong" who was featured in Donkey Kong Arcade as the infamous antagonist — assuming that he is actually the current Donkey Kong's father. This canon is altered, however, in Donkey Kong Country Returns, where Cranky Kong refers to Donkey Kong as his "grandson."
Cranky Kong later appears as his gradually-aged self in the Donkey Kong Country series. He tends to be cranky, as his name implies. But he does help Donkey Kong and friends on their quests. He would have tips about certain levels, as well as items to buy from him.
Cranky Kong resides in Cranky's Cabin, where he can give Donkey Kong and Diddy Kong random hints on how to beat the game at the cost of Banana Coins. He considers himself to be the best video game hero, and doesn't believe that DK and Diddy can finish the adventure without his help.
Cranky's Cabin is Cranky Kong's location on Donkey Kong Island in the SNES game Donkey Kong Country, Donkey Kong and Diddy Kong get helpful advice and tidbits regarding in-game secrets, power-ups, and tips regarding difficult-level completion. In-between these tips however, Cranky Kong will go off on tangents regarding the good old days and young people's appreciation for the days of primitive video gaming. While it can seem annoying at times, the topics regarding some of these two-sentence long rants can be quite amusing to the right video game fan. In the GBA version of Donkey Kong Country, Cranky's Cabin is renamed Cranky's Hut.
Candy Kong is known as the girlfriend of Donkey Kong. She runs Candy's Save Point. She will allow the Kongs to save their progress and take part in a dance contest with them.
Candy's Save Point is a circus-like vendor booth which is operated by Candy Kong, Donkey Kong's girlfriend. As the name indicates, she looks after the only means to save Donkey Kong and Diddy Kong's progress throughout the game, which is done by entering her "save barrel" after visiting the booth. Candy's Save Point, like Cranky's Cabin and Funky's Flights shows up as a usable location only once in every section/level of Donkey Kong Island and is an essential commodity to working the Kongs way through and completing this legendary Super Nintendo Entertainment System title.
Candy's Save Point made a reappearance in the GBC port of Donkey Kong Country. Here, Candy's Save Point became a location in which the Kongs had to complete a single challenge in order to attain a special token needed to face the level's boss. Prior to this release, Candy broke out of the saving service in light of entering the music industry. Thus, Candy's Music Shop was born in 1999's Donkey Kong 64.
In the Game Boy Advanced remake, Candy's Save Point was replaced by Candy's Dance Studio where Donkey Kong and Diddy Kong must dance to the music by the right moves.
Funky Kong is a part-time surfer who runs a small flight business based on Donkey Kong Island in Donkey Kong Country. He is a mountain gorilla, just like Donkey Kong, and can be found outside of his shop at one point in every world featured in the game. He will be holding a green surf board, while wearing a bandanna and sunglasses. He will allow the Kongs to go to another world that they have completed for free, allowing you to fly to any point on Donkey Kong Island in his custom-built barrel jet. The only condition is that you can only travel to places that you've already been to. Funky then later switched his services from flight to boating in Donkey Kong Country 3, offering motorboat rentals for free to Dixie Kong and Kiddy Kong.
Funky Kong made his first playable appearance as a racer in Donkey Kong Barrel Blast on the Nintendo Wii and then made a similar second appearance later on in Mario Kart Wii. Since this time he as also appeared as a playable character in the baseball title Mario Super Sluggers. Where his major strength is batting and fielding.
Funky's Flights, being a business rather than a home, is Funky Kong's temporary job in Donkey Kong Country for the Super Nintendo Entertainment System and every portable remake of this title since then. The purpose of this location is to allow your player to enter a barrel-shaped aircraft modeled after a mock-up commercial airliner and traverse the whole of Donkey Kong Island that you have completed up to the particular Funky's Flights location that you have worked your way up to. Something like this is essential if you're in need of extra lives and need to backtrack and crack down on the earlier, easier levels such as Jungle Japes, where many of them can be found with ease.
In Donkey Kong Country, there are 5 Animal Buddies that help the Kongs on their quest to recover the lost bananas. Each Animal Buddy is imprisoned in an Animal Crate with their symbol on it and needs rescue from the Kongs.
Rambi the Rhinoceros
Rambi the Rhinoceros , was the very first Animal Buddy to be introduced in the Donkey Kong Country series. He is the first one to appear throughout the worlds, introducing himself in Jungle Hijinxs, the very first level of Donkey Kong Country. His special ability is to ram through walls that lead to secrets, and take down tough enemies.
Rambi is able to ram through any enemy in his path, jumping over them when they are hit. His incredible power also lets him break through doors, barrels and many other objects. He is an unstoppable creature, who's only fault is his incredible runaway speed when he gets hit.
In Donkey Kong Country 2: Diddy's Kong Quest, he gains a new ability. He will now be able to charge, and run much faster. Unfortunately, he will only go in a straight path, and his speed will drop when you jump. This now allows him to break through doors, instead of him just running through walls.
In Donkey Kong Country Returns Rambi can be used to clear the path of fatal obstacles such as wooden spikes. He can also be used as a method of defeating a Tiki Tank.
Enguarde the Swordfish can be found in only underwater levels such as Coral Capers. He uses his large bill to defeat most enemies.
Winky the Frog
Winky the Frog is an Animal Buddy who made his first appearance in Donkey Kong Country. This helpful amphibian first shows up in the level Winky's Walkway in the second section of Donkey Kong Island. This particular stage properly introduces Winky's essential jumping abilities.
This particular Donkey Kong Country installment was the only one in which Winky was actually available as a functioning Animal Buddy. His wonderful jump radius is extremely helpful for reaching high-stacked items such as Bananas and Life Balloons, not to mention overcome certain relentless enemies who take to the skies as a means of defense(including the typically invulnerable Zinger). Winkys powerful jump is also meant to reach secret bonus areas in which Donkey Kong and Diddy Kong could have never hoped to reach on their own.
Even though Winky doesn't make a playable appearance in Donkey Kong Country 2: Diddy's Kong Quest, being replaced in the jumping department by Rattly the rattlesnake, he still makes a comotose cameo as an in-game item that can be purchased in the shop.
Squawks the Parrot
Squawks the Parrot is a parrot Animal Buddy who makes his first appearance in Donkey Kong Country. He has appeared in every Donkey Kong Country game. Donkey Kong 64, Donkey Kong Land 2, and Donkey Kong Land III. In Donkey Kong 64, Squawks is seen to be the most non-cameo appeared Animal Buddy alongside Enguarde. Throughout the series, Squawks is used for different tasks. In Donkey Kong Country Returns, he is used to find hidden Puzzle Pieces.
Donkey Kong Country
Squawks marks his first appearance in Donkey Kong Country and is found only the level, Torchlight Trouble where he will set on a flashlight to light up the dark cavern and to show Donkey Kong and Diddy Kong where they are going.
Donkey Kong Country 2: Diddy's Kong Quest/Land 2
Squawks makes a reappearance in Donkey Kong Country 2: Diddy's Kong Quest and another in Donkey Kong Land 2. Instead of holding a flashlight in this game, he is now rideable so that Diddy Kong and Dixie Kong can now ride him a navigate through higher areas which require flying. He now can also spit eggs to defeat many enemies that Diddy or Dixie can't defeat without items such as Zingers. Unlike other Animal Buddies, Squawks doesn't run away when hit by an enemy, but will drop either Diddy or Dixie or the Kongs will lose a life.
Donkey Kong Country 3: Dixie Kong's Double Trouble!
Squawks makes its third appearance in Donkey Kong Country 3: Dixie Kong's Double Trouble! and its fifth in Donkey Kong Land III. Here, Squawks acts in the same manner as he did in DKC2 and DKL2.
Donkey Kong 64
Squawks marks his sixth appearance in Donkey Kong 64. In the beginning of the game, he alerts Donkey Kong that King K. Rool is trying to take over Donkey Kong Island and that Diddy Kong, Chunky Kong, Lanky Kong, and Tiny Kong were kidnapped. He also gives information and advice to the Kongs in this game and can hold Tiny Kong in his clutches and carry her.
Donkey Kong Country Returns
In Donkey Kong Country Returns, Squawks is used as an item in Cranky Kong's Shop. For the cost of 15 Banana Coins, the Kongs will be able to use Squawks to find hidden Puzzle Pieces in a level. He will move around when a puzzle piece is near.
Kongo Jungle first appeared in Donkey Kong Country for the Super Nintendo Entertainment System. It is hope to many monsters, such as Kritters, and a boss monster named Very Gnawty. It is near Donkey Kong's home, and helps house all of his friends and family as well. Rambi the Rhinoceros, Winky the Frog and Enguarde the Swordfish are his friends in this area.
This world has: Jungle Environments, Sea Environments, and Cave Environments. Just like every other world, it also has Cranky's Cabin, Funky's Flights, and Candy's Save Point. They are helpers that can give you knowledge, or allow you to travel throughout different places in the world.
Kongo Jungle: Levels
Jungle Hijinxs is featured in the very first world, Kongo Jungle, as the very first level of Donkey Kong Country for the Super Nintendo Entertainment System. It appears again in Donkey Kong Country Returns as the first level of the game too.
Donkey Kong Country
The level starts off straight from Donkey Kong's home in Kongo Jungle, as he rockets out the front door and onto the stretching dirt path below. At the base of his home, perched on top of a rocky cliff in the fashion of a treehouse, is the Banana Hoard cave, where Donkey Kong will find it empty, but will change to a full Banana Hoard when defeating King K. Rool. The rest of the level is very tame in structure, with no tricks or unavoidable traps whatsoever.
This level introduces a generous supply of enemies, such as, Gnawtys, Kritters, Klumps, and Neckys. Jungle Hijinks is the perfect place to stock up on extra lives before proceeding to the next stage of Donkey Kong Island. Among the K.O.N.G. letters, which are exceedingly easy to retrieve, there is one Expresso token underneath a coconut-throwing Necky and two secret areas that can be accessed by Rambi — the very first Animal Buddy introduced in this series — who makes his first appearance in Jungle Hijinks. These secret areas consist of an underground cave concealing a steady stream of Bananas and a Life Balloon right next to the cave's exit. The last secret area that has to be taken down by Rambi is a crevasse in between two rock faces which contain three floating barrels offering four different Animal Buddy Tokens in each.
1. After jumping down from the hut, enter the cave on the left - Easy
2. After collecting the letter K, continue to jump from treetop to treetop and blow on the dandelion on the last treetop. - Normal
3. After passing by two fallen stone blocks, Ground Pound on the two fallen stone blocks stacked on one another. - Easy
4. Ground Pound in front of the three yellow gourds, Puzzle Piece will appear from the middle Gourd. - Easy
5. Jump on the large flower platform between the two Mugly Statues. Collect all Bananas for a Puzzle Piece to appear. - Normal
6. Ground Pound the Ground Pound Pad button to make ruins appear in the background. Going to the left platform with a dandelion on it and blow. - Easy
7. Clear the Tiki Goons off the thin platform and Ground Pound. Collect all bananas, balloons and coins for a Puzzle Piece to appear. - Hard
8. Jump onto of a crooked platform and cross the platforms to the level. - Easy
Jump onto the cave entrance above where you start, then jump across the trees until you reach a tree that looks out of reach. It is not out of reach; just use Diddy's Roll Jump to get to it (it has to be a very precise Roll Jump for it to get you there). On the tree, you will find 20 Bananas. Drop down from the tree, then advance through the level, grabbing the "K" letter.
When you reach a Rambi Token in a tree, use the rope to grab it. Continue through the level until you come across two Kremlings walking on two separate trees, as well as the letter "O." Dismount the swining rope at that point, take out the Kremlings, but be careful not to fall, since you will die if you do, and then grab the "O." After getting the "O," keep swinging your way through this level, being sure to grab the Star Barrel you come across.
Keep going through the level until you come across the letter "N." Continue through the level until you come across the letter "G" on top of the exit cave. Be sure to avoid dying by the Army enemy at the end of the level. NOTE: Once you get the "N," the level starts getting harder because the enemies increase in number.
Monkey Mines has many holes in the ground, with the mines being abandoned. Mine carts with incomplete tracks, narrow walkways and ancient ruins are commonplace in this area. The guardian of the big banana here is Master Necky.
Old, abandoned mines, and the occasional temple. Half-ruined minecart tracks litter some parts of the area. and narrow walkways hang from the inside of the mines.
Monkey Mines: Levels
Winky's Walkway is considered the "Jungle Hijinks" of that particular area not only because it is the first level, but because it is basically the only place to save up lives if needed given the easy access to many Bananas and easy access to the four K.O.N.G. letters. This can typically grant the player two clean lives added in a single run. It is not as productive as Jungle Hijinks, but it is the best in which this particular area can supply given this level's easy difficulty.
Winky's Walkway is themed after an abandoned mineshaft with limited lighting, raised platforms attached to the ceiling as your only support, and a seemingly endless fall beneath your toes which will spell certain doom for any Kong who doesn't watch his step!
This was also the very first level in which Winky was introduced as a playable Animal Buddy. Given his amazing jumping abilities he comes quite handy when traversing this level for those extra sets of lives.
Stop & Go Station
Stop & Go Station is the creepiest in the enitire game, thanks to its infestation of unstoppable Rockkroc enemies.
This stage is set in the depths of a mine shaft with the absence of an on-track, minecart-driven objective. You must traverse through a dimly-lit area filled with invincible Kremlings known as Rockkrocs, which can't be taken out in any way whatsoever, no regular attack or even a thrown Barrel can defeat them. Due to this, they can only be temporarily delayed in order to allow Donkey Kong or Diddy Kong to safely pass.
Pertaining to the stage's name, there are special barrels scattered throughout which bear the words "STOP" and "GO". When touched, these barrels swap between the two words and change the colour of the stage appropriately. The purpose of these exclusive items are to temporarily stop the Rockkrocs dead in their tracks when the barrel is in the "STOP" setting in order to overcome these relentless adversaries in only the safest way possible. Beware, as the effect of these barrels does not last long.
Vine Valley is the third area of Donkey Kong Country. The area is largely forested, with a temple past the rope bridge. Progressing through the area requires the treetops to be scaled and conquered to reach the other side of the valley. Many holes in the ground are found here, hence the name. The boss of this area is Queen B.
Vine Valley is almost all a forest area, home to other monkeys such as Orangutans. The feral animals here are very protective of their territory, and as such, often throw nuts or barrels from a distance to attempt to waylay the Kongs. Birds such as vultures and ostriches can be found easily in this area.
1. To the very left of you at the beginning of the level, hidden behind a group of large, blue crystals in the foreground. - Easy
2. At the end of a Bonus Room located in a large, hollowed stump on the ground, near the first series of swinging vines. - Normal
3. At the end of a hidden Launch Barrel located to the bottom right of the pillar where you encountered the Tiki Doom. - Easy
4. In a breakable gourd found after the next series of swinging vines are cleared. - Easy
5. At the end of a Bonus Room located at the top of a short vine hidden in the treetops. It can be reached by carefully jumping off of the top of the very first oval-shaped Cling Grass patch. - Normal
6. Found after collecting every Banana located at the base of the next two longer swinging vines. - Normal
7 - Found after retrieving each Banana found on the smaller platform located to the left of the End-Level Barrel's larger platform. - Easy
Vine Valley: Levels
Queen B. is the boss of the third world: Vine Valley, featured in Donkey Kong Country. This Zinger remains the third and is known to be the only female boss in Donkey Kong Country. Obviously, she is a greatly enlarged version of the miniature, bee-like enemies known as Zingers.
Barrels are the only item which can defeat Queen B. After a certain number of hits, Queen B. becomes very mad and turns red, which grants her invincibility for small amount of time in between further hit opportunities. This is characteristically similar to the Red Zingers, commonly found as group enemies, who are undefeatable as they retain this invincible ability permanently. Queen B.'s attack pattern consists of flying at the Kongs poised at intersecting vertical angles during this time of dangerous rage.
Gorilla Glacier is the fourth world featured in Donkey Kong Country. This area is covered with ice and snow, is on the highest point of Donkey Kong Island, and has holes in the ground that are arguably easier to fall into than the other areas, mainly because of the sliding down the large hills and loss of control. The boss of this area is Really Gnawty.
Gorilla Glacier is a primarily frozen area. The snow and ice can cause the Kongs to slide too their doom, and the vast number of pits does not help. Expect to lose many lives, because this is definitely among the hardest of the six areas.
Gorilla Glacier: Levels
Really Gnawty is the fourth boss in Donkey Kong Country, found in Gorilla Glacier. He guards the fourth large banana from Donkey Kong's banana hoard.
This battle is very similar to the Very Gnawty battle, but Really Gnawty jumps much higher rather than further with each jump on the head. Though after every jump, he jumps further. He can easily be defeated by being jumped on 5 times.
Kremkroc Industries, Inc.
Kremkroc Industries, Inc. is a mainly modernized area. The factories appear modern in technology, and even the dumping of waste into lakes reflects real life. The factories appear old, as parts of the floor has collapsed, leaving death pits, along with every other area. There are mines and caves here as well, and conveyor belts help the Kongs through the caves. As with Monkey Mines, the caves have narrow walkways and incomplete tracks, where the conveyor belts simply fall into oblivion. Minecarts are also found here, and the same problem in Monkey Mines' minecarts also exists here: lack of complete tracks. Some parts of the caves are natural, as no machinery is commonplace in these sections. The lighting in some of the areas is also old, as some areas are darker than others.
Kremkroc Industries, Inc.: Levels
Dumb Drum is the fifth boss featured in Donkey Kong Country. He is encountered at the end of the world, Kremkroc Industries, Inc. This is one of the most unique bosses in the entire game as it does not represent some sort of oversized animal, but an oversized inanimate object.
Donkey Kong Country
This is the first and only game that Dumb Drum appears. He resembles a giant barrel drum with a skull and cross bones image on the front and has a moveset that consists of two pattern-based halves, ground pounds and enemy generation. After each ground pound, Dumb Drum adds another after each enemy that he shakes out of himself. Dumb Drum shakes out five different types of enemies and can ground pound up to six times in a row.
Chimp Caverns is the sixth and final boss level area of Donkey Kong Country. This world is probably the hardest one encountered in the game due to it is long and sometimes complex levels and tricky terrain. It is similar to the Monkey Mines world in that the majority of the levels are cavernous. The boss featured at the very end of this world is Master Necky Sr.
Chimp Caverns, as it is name implies, is a cavernous area, similar to Monkey Mines. Narrow walkways and old machinery litter the area. Conveyor belts are old and require constant fuel in order to keep going. The lights are faulty in this area as well, similar to Kremkroc Industries, Inc. Mist is also found in some parts of the mine, which can obstruct the Kong's vision. Overall, this is a very dangerous area because of the tight spaces.
Gangplank Galleon is the final area of Donkey Kong Country which can be reached after Chimp Caverns. Here, Donkey Kong and Diddy Kong finally take on King K. Rool. It is also the first world of Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2, where Diddy Kong and Dixie Kong fight Krow. It is also found in Donkey Kong Land, but under a different name, then known as Gangplank Galleon Ahoy!.
Donkey Kong Country
Gangplank Galleon first appears on the horizon of Donkey Kong Country after Kongo Jungle is completed. After each following area is completed, the ship slowly moves closer to the island. When Chimp Caverns is completed, the ship is close enough for Donkey Kong and Diddy Kong to enter. A fight ensues between the duo and King K. Rool, and after a hard battle, King K. Rool is defeated, and DK's banana hoard is returned to him. The ship is destroyed and some parts partially sink. It ends up by the shore of Crocodile Isle, where Diddy and Dixie Kong infiltrate the sunken ship.
Gangplank Galleon: Levels
Pirate Panic is the very first level of Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2 as well as the first level of Gangplank Galleon. This level contains Rambi and Kaptain K. Rool's cabin which contains Kaptain K. Rool's letter to Diddy Kong and Dixie Kong. This level has Neeks, Klomps, and Klobbers. Near the Star Barrel, Diddy and Dixie will discover a Rambi crate with Rambi contained inside of it. Rambi is needed in this level for his charge attack to access a Bonus Level.
Army is a common armadillo enemy originally introduced in Donkey Kong Country. As the name suggests he is heavily armed with a tough shell. This shell protects him from jump attacks given by Diddy Kong, in order for Diddy to defeat him he must role into him. Donkey Kong however is powerful enough to defeat him by jumping on him. His attack consists of rolling into a ball, and charging the Kongs to try and cause damage. He can be a rather tough baddie to defeat, especially when encountered on small platforms. If he is in a ball and you try to role over him,this does not work; you must wait until his guard is down. Jumping over him is the best way to avoid him.
He would make his return in Donkey Kong Land, keeping his traits from Donkey Kong Country. In Donkey Kong 64, a larger Army called Army Dillo would appear as the boss for Jungle Japes and Crystal Caves.
Bitesize are small, rainbow-colored fish originally found in Donkey Kong Country, which play the role of most common underwater enemies. Bitesize will often appear in small groups and casually swim in the water levels. They do not try to attack the Kongs.
In the Game Boy Advance remake, various Bitesizes of different colors can be found in challenges at Funky's Fishing. They can be seen in red, blue, green, and yellow palette swaps, whose objective is to catch groups of the same color. Rainbow Bitesizes can be seen and used as wild cards, and count for any color.
Chomps are shark-like fish that can be found throughout underwater levels of the Donkey Kong Country Series. They live on the Donkey Kong Island. They are big and can be fearsome but they are slow and not seen often.
Chomp Jr. are smaller yet stronger versions of the Chomp enemy. They are shark-like enemies that are found in most water levels in Donkey Kong Country and Donkey Kong Land.
Chomp Jr. are as threatening as a regular Chomp. If a Kong comes into contact with one, then the Kong will run away. It can only be defeated by a stab of Enguarde's nose
They are also part of a short, humorous section of the credits. A Chomp Jr. can be seen chasing a Squidge around DK's treehouse, trying to eat it, only to flee from an angry group of Squidges.
Clambos are underwater enemies originally introduced in Donkey Kong Country and Donkey Kong Land. They are clams with two eyes and a tongue, but no head.
Clambos will repeatedly open and close, when they open, they will spit out pearls. They can shout out 1 to 5 pearls at a time and are invincible. They are rare to find except in Clam City.
There is a Photograph of Clambo found in Clam City in the Game Boy Advance remake.
In Donkey Kong Land, they have the same role as before. A large Clambo called Colossal Clambo can be found as a boss.
Croctopus is an octopus-like enemiy found in every water level featured in Donkey Kong Country. They will swim in set paths while spinning rapidly while trying to hit the Kongs.
Croctopus would make their first appearance in Donkey Kong Country. They are invincible underwater enemies and can't be defeated by even Enguarde. There are two types of Croctopus; purple ones will swim in circles, while blue ones will be dormant until the Kongs pass and then they will give chase. As they cannot be defeated, the only option is to swim away.
Gnawtys would make their first appearance in Donkey Kong Country. They would be the most common and weakest enemy found in the game. They could be defeated by being jumped on or have a barrel thrown at them or by using an Animal Buddy. In some levels, they can be found riding giant flying stone wheels and chase Donkey Kong and Diddy Kong or act like obstacles. Donkey Kong Country would also have two Gnawty bosses called Very Gnawty and Really Gnawty. For the Game Boy Advance version. Gnawtys are gray instead of green.
Klaptraps are particularly dangerous enemies which originally appeared in Donkey Kong Country. They are multi-coloured, lizard-like Kremlings that have large mouths and very small bodies. To defeat them, they will need to be stomped on as their large mouths prevented an attack, such as the roll attack. They can also be defeated by barrels and other various items. Klaptraps come in more than one color, they can appear in blue, green, and red. They can be found in four of the Donkey Kong games. They do not appear in Donkey Kong Country 2: Diddy's Kong Quest or Donkey Kong Country 3: Dixie Kong's Double Trouble!. Their relatives, Klampon and Krimp replace the Klaptrap in those games. Klaptraps would make their return in Donkey Kong 64 with a slight update. Once a Klaptrap was defeated, its set of teeth will stick around for a small period of time, trying to attack the Kongs.
In Donkey Kong Country, Purple Klaptraps appear in a bonus level in Trick Track Trek, and appear in Loopy Lights. Purple Klaptraps will jump at the same time as the Kongs do, making them a little bit more dangerous than other Klaptraps. Giant Klaptraps would also be introduced in Donkey Kong 64. They also appeared with purple skin, were immune to all of the Kong's attacks, and could only be defeated by the Orange Grenade.
They make another appearance in Donkey Kong Land and Donkey Konga as enemies again.
Appearances in Other Games
Klaptraps would make several appearances outside of the Donkey Kong series. They would make several appearances along with Donkey Kong and Diddy Kong in Mario games such as Mario Superstar Baseball, where they would act as distractions on the Donkey Kong course by biting at the outfielder's heels.
They would also appear in Mario Power Tennis in Donkey Kong's Jungle Court, by trying to bite the players to try and slow them down. They would also appear in the mini-game Balloon Panic, where the player has to protect the balloons from the Klaptraps.
They would appear in Mario Party 7 as well as enemies in a Pyramid Park event.
Klaptraps also make an appearance in Super Smash Bros. Melee and 'Super Smash Bros. Brawl as trophies and enemies on Kongo Jungle and Jungle Japes. They attempt to push a brawler into the water.
Klumps are crocodilian-like enemies that are breeds of Kremlings which are supposedly stronger than Kritters and slightly weaker than Krushas. This enemy made it is first appearance in Donkey Kong Country for the Super Nintendo Entertainment System. These enemies are first encountered almost halfway through Jungle Hijinks, the very first stage of Donkey Kong Country.
In this game, Klumps act as a type of forceful ground troop led by King K. Rool throughout various stages and are noticeably harder to take out than Kritters. Rather than this, the smaller and weaker Diddy Kong only bounces off of a Klump's head after attempting to jump on it, stirring no effect. This can be remedied by a simple Cartwheel though.
Krashes are Kremlings that are unique enemies belonging to the Donkey Kong Country roster, mainly because they are Kritters firmly situated inside regular mine carts which can be found in any stage throughout the game involving them.
Donkey Kong Country
In their first appearance, Krash first showed up in the level Mine Cart Carnage of the world Monkey Mines. Their attack consists of simply running through the length of the cart track in the opposite direction, intending to run into either Donkey Kong or Diddy Kong head-on. The difficulty of this attack curves since Donkey Kong and Diddy Kong will never see a Krash coming if you're playing this stage for the very first time and can easily be caught off-guard.
They are later found in the Mine Cart Madness stage of the Chimp Caverns level. They have become completely dormant at this point and can be knocked out by simply landing on their heads, which proves to be a severely simple task.
Donkey Kong Country 2: Diddy's Kong Quest
While the Krashes never made an actual appearance in this installment, they were clearly adapted into the Klank, which is a version of this Kremling enemy in the form of a Kutlass taking the helm of a Mine Cart.
Kremlings are crocodiles with a human nature due to the fact that they wear clothes, know how to operate deadly weapons/machinery, and have built their own society. There are many different sizes and colours of Kremlings(something King K. Rool prefers since it is easier to differentiate them by rank this way)existing in a branching range of sub species from Kritters to Krushas. Despite the vast amount of sub species, each Kremling carries similar reptilian traits from scaly skin, sharp teeth, and a generally nasty personality(with K. Lumsy as a rare exception). A dominant amount of the Kremling species move on both legs, when creatures such as Klaptraps are out of the picture, four-legged beasts who most closely resemble real life crocodiles by comparison. They apparently have the ability to breathe underwater either for long periods of time or altogether, as reptiles tend to do. Untraditionally related to real life reptiles is their ability to remain immune to the dangerous effects of toxic waste, as was proven in the Toxic Tower level in Donkey Kong Country 2. To date, no trace of female Kremling either than Kalypso and Kass have appeared in the Donkey Kong Country series.
A Kritter is the most common breed of Kremling encountered throughout the Donkey Kong Country series. They can be found in almost all games stemming from the Donkey Kong Country series. They are the foot soldiers of the Kremling Krew, which is similar to that of the Koopas in the Mario series. Kritters can come in a variety of colors. They first appeared in Donkey Kong Country.
Kritters originally had gold shoulder pads and knee pads, with a bluish green skin tone in Donkey Kong Country. As well there were other color variations. In Donkey Kong 64, they had a small change in appearance with a skull-and-crossbone leather jacket.
In later games such as Mario Super Sluggers, they are seen with more muscles, and a rounder snout and head. They also wear tattered pants and spiked wristbands.
Donkey Kong Land
Kritters first appeared in the very first Donkey Kong Country game alongside Gnawty and Zinger as the most common enemies of the game. Green Kritters would attack Donkey Kong and Diddy Kong by walking at them. While other colored Kritters would jump at them.
Donkey Kong Country
Kritters would make their second appearance in the pseudo-sequel of Donkey Kong Country in the same role as before. All Kritters were the same color due to the Gameboys limitations.
Donkey Kong Racing
A single Kritter appears in Diddy Kong Racing under the name of Krunch. He is originally sent to Timber's Island to find out why Diddy Kong went there and to find out if Diddy and his friends are plotting a anti-Kremling campaign. He ends up aiding Diddy and his friends in defeating Wizpig.
Donkey Kong 64
They appear as semi-common enemies in Donkey Kong 64. Their appearance changed from the Donkey Kong Country games, they wear leather jackets with a skull-and-crossbones emblem on it and they attack the Kongs by punching or biting. There is other variations of the Kritter in the game such as, a robotic Kritter, a Kritter in a mushroom costume, and a Kritter wearing a bed-sheet to disguise itself as a ghost. They appear to have less bulk and skinnier in the game.
A Krushas are blue-scaled, high-ranked Kremlings of the Kremling Krew. They are known for their strength, and their immunity to certain attacks. They made their first appearance in Donkey Kong Country for the Super Nintendo.
Donkey Kong Country would host Krushas first appearance in the Donkey Kong series. They are first seen in the level Millstone Mayhem at the beginning of the level. When they walk, they will make loud stomping noises that show their strength. Diddy Kong is not able to damage a Krusha alone at all; his cartwheels and jumps will be laughed off. If hit by Donkey Kong, they will be defeated without the help of a barrel. Donkey Kong cannot harm a Krusha with a hand slap, even though he will receive a Banana.
In the levels Monkey Mines, Necky Nightmare(GBC version only), and Platform Perils, a gray-colored Krusha will appear. He is invincible to all of Donkey Kongs attacks and can only be defeated by a barrel.
In Donkey Kong Land, Krushas would return in the same form as they did in Donkey Kong Country. Except the gray Krushas would not return.
A Manky Kongs are long-armed orangutans that were introduced in Donkey Kong Country. They were once apart of the Kong Family but are implied to be exiled. They would appear to migrate to Vine Valley.
Manky Kongs will attack by throwing barrels at the Kongs'. If the Kongs get hit, then the Kong will run away. They can be defeated by being jumped on or rolled into. A Barrel can also defeat a Manky Kong. In later levels, they will appear in higher places to throw barrels from.
Mincers are spikeball-shaped enemies that first appeared in Donkey Kong Country and then later in Donkey Kong Land. They will spin rapidly, and usually move and float. They cannot be defeated and should be avoided.
They do not appear in any of the early levels of the game. Instead they will be found in the later levels, sometimes as the main enemy or feature of a level. Torchlight Trouble, Poison Pond, Manic Mincers, and Spiky Tire Trail (Donkey Kong Land only) are a few levels they will appear in.
Mini-Neckys are sub-species of the Necky enemy, who appear throughout the Donkey Kong series. They make their first appearance in Donkey Kong Country and return in Donkey Kong Country 2: Diddy's Kong Quest. The most notable Mini-Necky is Krow.
Donkey Kong Country / Donkey Kong Land
Mini-Neckys would first appear in Donkey Kong Country. They are considered to be more of a threat than a regular Necky due to their ability to fire small coconuts at a moderately fast rate. They don't show up often in the game.
In Donkey Kong Land, they keep all of their traits from Donkey Kong Country.
Donkey Kong Country 2 / Donkey Kong Land 2
In Donkey Kong Country 2: Diddy's Kong Quest, they can be found in only some of the levels. They will dive forward in the direction of the Kongs and try to hit them when they get close. They also wear bandannas and have a deeper voice.
Krow would make his debut appearance in DKC2 as the boss of Gangplank Galleon. There would be ghost-like Mini-Neckys called Kreepy Mini Neckys.
In Donkey Kong Land 2, they keep all of their traits from Donkey Kong Country 2.
Neckys are vulture enemies found in the Donkey Kong series. They can be found on Donkey Kong Island and first made their appearance in Donkey Kong Country.
Their first appearance would be in Donkey Kong Country as common enemies who would attack Donkey Kong and Diddy Kong by flying into them. Neckys can be defeated by jumping on them or having a barrel thrown at them.
In future Donkey Kong Country games, they would not make an appearance but a sub-species called Mini-Neckys would appear in Donkey Kong Country 2: Diddy's Kong Quest and Donkey Kong Land 2. While Swoopy would appear in Donkey Kong Country 3: Dixie Kong's Double Trouble!
Oil Drums are cylindrical metal drums that are filled with oil and have the ability to create monsters from themselves. They appear throughout the Donkey Kong series as undefeatable obstacles.
Oil Drums would first appear in the Donkey Kong arcade game. They would appear at the beginning of the level and are quite harmless, unless a barrel lands inside of them. This will result in them producing Fire, which can harm Mario.
In Donkey Kong Country, the Oil Drums would have two attacks. They will either expel flames, or throw out enemies(commonly Slippas). In the level Oil Drum Alley, Donkey Kong and Diddy Kong will need to jump from one floating Oil Drum to the next, without being hit by the fire. The Oil Drums that release enemies, will have a skull and two bones painted on them. The ones that release fire, will just have the word "OIL" painted on them. There is also a boss named Dumb Drum.
Rockkrocs are a very unique and rare breed of Kremling which has made it is one and only appearance as an enemy in the original Donkey Kong Country. They are quite different from other Kremlings as they have hard, jagged skin and large, red, glowing eyes.
The Rockkroc only shows up at the Stop & Go Station stage of the Monkey Mines level. This is where their unique and dangerous abilities are displayed, which are great speed while on foot and invulnerability to any possible inflicted attack, even Barrels. They are scattered in groups throughout the entire stage and are placed in your path every step of the way. The only way to get past them is making them freeze by way of a special barrel which reads both "STOP" and "GO", highlighting the entire stage red for "STOP" and green for "GO". When in the "STOP" position, the Rockkrocs will stop in their tracks and curl up into a ball resembling a rock for a temporary amount of time, just enough for you to rush past.
Slippas are red and black snake-like enemies found in many levels of Donkey Kong Country and Donkey Kong Land. Slippa will slither along the ground trying to run into Donkey Kong and Diddy Kong. He can be defeated with a roll move, or being jumped on. Some oil barrels will spawn Slippas as well. These barrels are called a Slippa Jar.
A Squidge is a jellyfish-like enemy that made it is first appearance in Donkey Kong Country. His attack consists of either swimming up from the depths or from above in an attempt to run into Donkey Kong and Diddy Kong. Using the Animal Buddy Enguarde is the only way to defeat him. He also makes an appearance in the Funky Kong mini game Squidgen time, where you have to catch fifty before the time runs out.
The Zinger is a common breed of enemy featured in the original Donkey Kong Country trilogy, making its first appearance in Donkey Kong Country. They often fly around a set area with varying speeds. They are often found in different colors, with yellow being the most common. They are lead by the King Zing and Queen B.. This enemy can only be defeated with a Barrel or other object, and can not be defeated by the Kongs in any other way.
Very Gnawty is the first boss you will fight in Donkey Kong Country. He guards the first large banana of Donkey Kong's Banana Hoard. You can find him at the very end of the Kongo Jungle world.
To defeat Very Gnawty, Donkey Kong or Diddy Kong must jump on him five times. After every time Very Gnawty is hit, he will laugh, then start jumping higher and jumping at a longer distance, and jump more quickly. Despite that, Very Gnawty is still easy to dodge. After the Kongs are done with the battle, then they obtain the first Giant Banana.
This battle is similar to the battle against Really Gnawty in the same game.
Master Necky is the second boss featured in Donkey Kong Country. He guards the second large banana stolen from Donkey Kong's banana hoard.
In the Super Nintendo version battle with Master Necky, Donkey Kong or Diddy Kong need to jump on his beak at varying heights, and he will be injured as a result. They can not jump into him, or else the player will lose a life or lose a Kong. The only real way to jump on him is by using the Tire Wheel in the middle of the floor and onto his head.
King K. Rool
King K. Rool is the main antagonist of the entire Donkey Kong Country series(excluding Donkey Kong Country Returns)and Donkey Kong Land series, making his debut in Donkey Kong Country, where he is the final boss. He's been featured in many Donkey Kong games since, usually being the final boss in those too. He or none of the Kremlings are featured in Donkey Kong Country Returns and are replaced with Tiki Tak Tribe. He also became a playable character for the first time, in the Mario spin off title Mario Supersluggers where he is a great batter, who can hit home runs easily.