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{{FA}}
{{FA}}
{{about|the game Donkey Kong Country|other uses of the name "Donkey Kong Country"|[[Donkey Kong Country (disambiguation)]]}}
{{about|the 1994 SNES game Donkey Kong Country|other uses of the name "Donkey Kong Country"|[[Donkey Kong Country (disambiguation)]]}}
{{redirect|DKC|''Donkey Kong Classics''|[[Donkey Kong Classics]]}}
{{redirect|DKC|the games with the same abbreviation|[[Donkey Kong Circus]] and [[Donkey Kong Classics]]}}
{{Infobox
{{game infobox
|image=[[File:Boxart dkc front.png|250px]]
|image=[[File:Boxart dkc front.png|250px]]
|developer=[[Rare Ltd.|Rareware]]
|developer=[[Rare Ltd.|Rareware]]
|publisher=[[Nintendo]]
|publisher=[[Nintendo]]
|released='''SNES'''<br>{{released|USA|November 21, 1994<ref>http://www.youtube.com/watch?v=SbHL8-XkXMA</ref>|Europe|November 24, 1994|Japan|November 26, 1994<ref>http://www.nintendo.co.jp/n02/shvc/8x/</ref>}}
|release='''SNES:'''<br>{{flag list|UK|November 18, 1994<ref>{{cite|deadlink=y|archive=web.archive.org/web/19980529161639/http://www.rare.co.uk/recent/games/dkc|title=''Donkey Kong Country''|publisher=Rarewhere|language=en-gb|accessdate=August 2, 2020}}</ref>|USA|November 21, 1994<ref>{{cite|url=www.youtube.com/watch?v=SbHL8-XkXMA|title=''Donkey Kong Country Commercial''|date=1994|accessdate=May 6, 2024}}</ref>|Europe|November 24, 1994<ref>https://www.nintendo.com/en-gb/Games/Super-Nintendo/Donkey-Kong-Country-276896.html</ref>|Japan|November 26, 1994<ref>{{cite|url=www.nintendo.co.jp/n02/shvc/8x|publisher=Nintendo (www.nintendo.co.jp)|language=Japanese|title=スーパードンキーコング}}</ref>|South Korea|1994<ref>{{cite|author= Dentifritz|date=|url=scanlines16.com/collection/super-donkey-kong-kor/|publisher=Scanlines16.com|title=Super Donkey Kong (KOR)|language=French|archive=archive.today/2024.06.06-194410/http://scanlines16.com/collection/super-donkey-kong-kor/|accessdate=June 6, 2024}}</ref>}}'''Virtual Console (Wii):'''<br>{{flag list|Australia|December 7, 2006|Europe|December 8, 2006|Japan|December 12, 2006|USA|February 19, 2007|South Korea|May 26, 2008}}'''Virtual Console (Wii U):'''<br>{{flag list|Europe|October 16, 2014|Australia|October 17, 2014|Japan|November 26, 2014|USA|February 26, 2015}}'''Virtual Console (New 3DS):'''<br>{{flag list|Japan|March 4, 2016|USA|March 24, 2016|Europe|March 24, 2016|Australia|March 25, 2016}}'''Super NES Classic Edition:'''<br>{{flag list|USA|September 29, 2017|Europe|September 29, 2017|Australia|September 30, 2017|Japan|October 5, 2017}}'''Super Nintendo Entertainment System - Nintendo Switch Online:'''<br>{{flag list|Japan|July 15, 2020<ref>{{cite|author=Nintendo 公式チャンネル|language=Japanese|date=July 8, 2020|url=youtu.be/5x9GgLNH4wA|title=ファミリーコンピュータ & スーパーファミコン Nintendo Switch Online 追加タイトル <nowiki>[2020年7月]</nowiki>|publisher=YouTube|accessdate=July 8, 2020}}</ref>|USA|July 15, 2020<ref>{{cite|author=Nintendo|date=July 8, 2020|url=youtu.be/0Hf_0OytL_c|title=NES & Super NES - July Game Updates - Nintendo Switch Online|publisher=YouTube|accessdate=July 8, 2020}}</ref>|Europe|July 15, 2020<ref>{{cite|author=@NintendoEurope|date=July 8, 2020|url=x.com/NintendoEurope/status/1280773675134922752?s=20|title="More #SuperNES and #NES games will arrive on 15/07 for #NintendoSwitchOnline members, including the 1994 classic #DonkeyKong Country!"|publisher=X|accessdate=July 8, 2020}}</ref>|Australia|July 15, 2020<ref>{{cite|author=NintendoAUNZ|date=July 12, 2020|url=x.com/NintendoAUNZ/status/1282208086602788866?s=20|title="More #SuperNES and #NES games will arrive on 15/07 for #NintendoSwitchOnline members, including the 1994 classic #DonkeyKong Country!"|publisher=X|accessdate=July 12, 2020}}</ref>|HK|July 15, 2020<ref>{{cite|url=www.nintendo.com.hk/hardware/switch/onlineservice/fc|title=Family Computer & Super Famicom - Nintendo Switch Online|publisher=Nintendo HK|accessdate=July 17, 2020}}</ref>|South Korea|July 15, 2020<ref>{{cite|url=www.nintendo.co.kr/switch/onlineservice/fc|title=NES & Super NES - Nintendo Switch Online (Shown in Copyrights)|publisher=Nintendo Korea|accessdate=July 17, 2020}}</ref>}}
'''Game Boy Color'''<br>{{released|Europe|November 17, 2000|USA|November 20, 2000<ref>http://www.ign.com/articles/2000/11/04/donkey-kong-country-in-the-house</ref>|Japan|January 21, 2001}}
|languages={{languages|en_us=y|fr_fr=y|de=y|jp=y}}
'''Game Boy Advance'''<br>{{released|Europe|June 6, 2003|USA|June 9, 2003|Australia|June 20, 2003<ref>http://palgn.com.au/handheld/537/donkey-kong-country-details/</ref>|Japan|December 12, 2003}}
|genre=[[Genre#Platform|Platformer]]
'''Wii Virtual Console'''<br>{{released|Australia|December 7, 2006|Europe|December 8, 2006|Japan|December 12, 2006|USA|February 19, 2007|South Korea|May 26, 2008}}
|modes=1–2 players
'''Wii U Virtual Console'''<br>{{released|Europe|October 16, 2014|Australia|October 17, 2014|Japan|November 26, 2014|USA|February 26, 2015}}
|ratings='''Original release:'''{{ratings|esrb=K-A|acb=G}}'''Virtual Console:'''{{ratings|esrb=E|pegi=3|cero=A}}
'''New 3DS Virtual Console'''<br>{{released|Japan|March 4, 2016|USA|March 24, 2016|Europe|March 24, 2016|Australia|March 25, 2016}}
|platforms=[[Super Famicom]]/[[Super Nintendo Entertainment System]], [[Virtual Console]] ([[Wii]], [[Wii U]], [[Nintendo 3DS#New Nintendo 3DS/New Nintendo 3DS XL|New 3DS]]), [[Classics#Super NES Classic Edition|Super NES Classic Edition]], [[Super Nintendo Entertainment System - Nintendo Switch Online]]
'''Super NES Classic Edition'''<br>{{released|USA|September 29, 2017|Europe|September 29, 2017|Australia|September 30, 2017|Japan|October 5, 2017}}
|format={{format|snes=1|wiidl=1|wiiudl=1|3dsdl=1|snesclassic=1|switchdl=1}}
|genre=Platformer
|input={{input|snes=1|classic=1|wiigcn=1|wiiuclassic=1|wiiupro=1|3ds=1|snesclassic=1|joy-con=1|joy-con-horizontal=1|switchpro=1|switchsnes=1|switchnes=1}}
|modes=1-2 players
|serials={{flag list|USA|SNS-8X-USA}}
|ratings={{ratings|esrb=K-A}}{{ratings|esrb=E|pegi=3|cero=A}}
|platforms=[[Super Famicom]]/[[Super Nintendo Entertainment System]], [[Game Boy Advance]], [[Game Boy Color]], [[Virtual Console]] ([[Wii]], [[Wii U]], [[Nintendo 3DS#New Nintendo 3DS|New 3DS]]), [[Classics#Super NES Classic Edition|Super NES Classic Edition]]
|media={{media|snes=1|gbc=1|gba=1|wiidl=1|wiiudl=1|3dsdl=1|snesclassic=1}}
|input={{input|snes=1|gbc=1|gba=1|classic=1|wiigcn=1|wiiuclassic=1|wiiupro=1|3ds=1|snesclassic=1}}
}}
}}
'''''Donkey Kong Country''''' is a sidescrolling platform game for the [[Super Nintendo Entertainment System]] released in 1994. It was developed by [[Rare Ltd.|Rareware]] and published by [[Nintendo]]. The game stars [[Donkey Kong]] and his sidekick [[Diddy Kong]], as the two travel across [[Donkey Kong Island]] to recover their [[Banana Hoard]], stolen by the [[Kremling]]s and their leader, [[King K. Rool]].
{{quote|An incredible 3-D Adventure in [[Donkey Kong Island|The Kingdom of Kong]]!|Tagline}}
'''''Donkey Kong Country''''' is a side-scrolling [[Genre#Platform|platform]] game for the [[Super Nintendo Entertainment System]] released in November 1994. It was developed by [[Rare Ltd.|Rare]] and published by [[Nintendo]]. The game stars [[Donkey Kong]] and his sidekick [[Diddy Kong]], as the two travel across [[Donkey Kong Island]] to recover their [[banana hoard]], stolen by the [[Kremling]]s and their leader, [[King K. Rool]]. ''Donkey Kong Country'' introduced Donkey Kong's modern design, his supporting cast and enemies, setting, musical motifs, and the gameplay mechanics that would make recurring appearances in other games starring him, let alone spinoff games of the [[Super Mario (franchise)|''Super Mario'' franchise]] in general. A year later, the game received a sequel, ''[[Donkey Kong Country 2: Diddy's Kong Quest]]'', effectively starting the [[Donkey Kong Country (series)|''Donkey Kong Country'' series]].


''Donkey Kong Country'' reintroduced the ''[[Donkey Kong (franchise)|Donkey Kong]]'' series (alongside the [[Donkey Kong (Game Boy)|1994 Game Boy game]] released a few months prior) after a nearly decade-long hiatus. The game also introduced Donkey Kong's modern design, his supporting cast and enemies, musical cues, and gameplay mechanics that most of the following ''Donkey Kong'' games as well as Donkey Kong's appearances in ''[[Mario (franchise)|Mario]]'' spinoff titles would build upon. The game's success spawned multiple sequels and spinoffs, a [[Donkey Kong Country (television series)|40-episode 3D animated series]], a [[Donkey Kong Country (novel)|chapter book adaptation]], manga adaptations in ''Mario''-related publications such as [[Super Mario (Kodansha manga)|Kodansha's ''Super Mario'' manga]] and ''[[Super Mario-Kun]]'', and other merchandise. ''Donkey Kong Country'' was notable because of its pre-rendered sprites that were converted from 3D CGI models on {{wp|Silicon Graphics}} workstations<ref>''Donkey Kong Country'' instruction booklet, page 32</ref>, inspiring future video games to do the same.
''Donkey Kong Country'' was a commercial success. Besides receiving a sequel, ''Donkey Kong Country'' had manga adaptations in both [[Super Mario (Kodansha manga)|Kodansha's ''Super Mario'' manga]] and ''[[Super Mario-kun]]''; a [[Donkey Kong Country (novel)|chapter book adaptation]]; a [[Donkey Kong Country (television series)|40-episode 3D animated series]]; a 13-minute long promotional VHS tape titled ''[[Donkey Kong Country: Exposed]]'';<ref>{{cite|url=youtube.com/watch?v=Rv_YCSbWP78|title=''DKC Exposed: The Making of Donkey Kong Country''|accessdate=October 5, 2019|publisher=Nintendo Power|date=1994}}</ref> and various merchandise. ''Donkey Kong Country'' was noted for using pre-rendered sprites that were converted from 3D CGI models on {{wp|Silicon Graphics}} workstations,<ref>{{cite|title=''Donkey Kong Country'' instruction booklet|page=32|publisher=Nintendo of America|date=1994}}</ref> inspiring future video games to do the same.{{ref needed}}


The game was remade for the [[Game Boy Color]] in 2000 and was also remade again for the [[Game Boy Advance]] in 2003. Both remakes feature some extra Bonus Games and the ability to save in the overworld. ''Donkey Kong Country'' was ported the [[Wii]]'s [[Virtual Console]] in 2006 and 2007. On November 25, 2012, for reasons unknown, ''Donkey Kong Country'' its sequels were delisted from the Wii Virtual Console<ref>[http://gimmegimmegames.com/2012/11/nintendo-removing-all-donkey-kong-country-games-from-virtual-console/ Nintendo removing all Donkey Kong Country games from Virtual Console - Gimme Gimme Games]</ref>, but on October 30, 2014, the games were relisted in Europe and Australia. ''Donkey Kong Country'' was released on the [[Wii U]]'s [[Virtual Console]] in 2014 and on the [[Nintendo 3DS#New Nintendo 3DS|New Nintendo 3DS]]'s Virtual Console in 2016. It is one of the 21 games included on the [[Classics#Super NES Classic Edition|Super NES Classic Edition]].
The game was [[Donkey Kong Country (Game Boy Color)|remade]] for the [[Game Boy Color]] in 2000 and was also [[Donkey Kong Country (Game Boy Advance)|remade again]] for the [[Game Boy Advance]] in 2003. Both [[Reissue#Remakes|remake]]s each have added [[minigame]]s and the ability to save in the overworld. ''Donkey Kong Country'' was ported to the [[Wii]]'s [[Virtual Console]] in 2006/2007. On November 25, 2012, ''Donkey Kong Country'' and its sequels were delisted from the Wii Virtual Console, supposedly because of {{wp|Xbox Game Studios|Microsoft}} renegotiating licensing agreements with Nintendo before re-releasing it,<ref>{{cite|archive=web.archive.org/web/20151206044400/http://gimmegimmegames.com/2012/11/nintendo-removing-all-donkey-kong-country-games-from-virtual-console/|author=Femmel, Kevin|date=November 16, 2012|title="Nintendo removing all ''Donkey Kong Country'' games from Virtual Console"|publisher=Gimme Gimme Games|accessdate=May 6, 2024}}</ref> but on October 30, 2014, the games were relisted in Europe and Australia. Around that time, the games were released on the [[Wii U]]'s [[Virtual Console#Wii U|Virtual Console]] in Europe and Australia, in Japan on November 26, 2014, and in the United States and Canada on February 26, 2015. For handhelds, ''Donkey Kong Country'' was ported exclusively to the [[Nintendo 3DS#New Nintendo 3DS/New Nintendo 3DS XL|New Nintendo 3DS]]'s [[Virtual Console#Nintendo 3DS|Virtual Console]] in March 2016. It is one of the 21 games included on the [[Classics#Super NES Classic Edition|Super NES Classic Edition]] and was made available on [[Super Nintendo Entertainment System - Nintendo Switch Online]] for the [[Nintendo Switch]] on July 15, 2020.


In 1995, a specialized competition variant named ''[[Donkey Kong Country Competition Cartridge]]'' was manufactured for use in various video game tournaments held throughout 1995. After that, the few existing cartridges were sold in a [[Nintendo Power]] subscriber catalogue, and the carts have since become a collector's item.
In 1995, a specialized competition variant named ''[[Donkey Kong Country Competition Cartridge]]'' was manufactured for use in various video game tournaments held throughout 1995. After that, the few existing cartridges were sold in a ''[[Nintendo Power]]'' subscriber catalogue.


==Story==
==Story==
{{quote|I'll hunt them down through every part of my island, until I have every banana from my hoard back!!|Donkey Kong}}
{{quote|I'll hunt them down through every part of my island, until I have every banana from my hoard back!!|Donkey Kong}}
[[File:Diddy guarding Banana Hoard DKC GBA intro.png|thumb|left|240px|Diddy guards the Banana Hoard at the start of the game]]
During a stormy night on [[Donkey Kong Island]], Donkey Kong orders [[Diddy Kong|Diddy]] to guard his [[banana hoard]] for his "hero training" until midnight. While watching for predators beneath the darkness, Diddy hears noises outside. He nervously asks, "W-w-who goes there?!". An ominous voice tells the other to seal Diddy in a barrel, kick it into the bushes, and steal the bananas. Diddy gets ambushed by [[Kremling]]s, some of which he manages to defeat with his [[Cartwheel Attack]] until being overpowered by [[Klump]]. He seals Diddy in a [[DK Barrel]] and kicks it across the jungle. The Kremlings load the entire banana hoard onto their vehicles and carry them through the jungle, dropping behind trails of bananas.
During a stormy night on Donkey Kong Island, Donkey Kong orders Diddy to guard his [[Banana Hoard]] for his "hero training" until midnight. While watching for predators beneath the darkness, Diddy hears noises outside. He nervously asks, "W-w-who goes there?!". An ominous voice tells the other to seal Diddy in a barrel, kick it into the bushes, and steal the bananas. Diddy gets ambushed by [[Kremling]]s, some of which he manages to defeat with his [[cartwheel]] attack until being overpowered by [[Klump]]. He seals Diddy in a [[DK Barrel]] and kicks it across the jungle. The Kremlings load the entire Banana Hoard onto their vehicles and carry them through the jungle, dropping behind trails of bananas.


The next morning, Donkey Kong wakes up by a loud calling of his name. Realizing that he slept through his watch, Donkey Kong quickly exits his tree house, only to find [[Cranky Kong]] outside. Cranky prompts Donkey Kong to check the Banana Hoard for a "big surprise". Inside the Banana Hoard, Donkey Kong finds out that all of his bananas were stolen, with only a few discarded peels lying around. Cranky mocks Donkey Kong for shirking his responsibility, noting that Diddy is also gone. Meanwhile, Donkey Kong is in disbelief over his stolen bananas and rages that the Kremlings stole all of them. Donkey Kong vows to bring payback upon the Kremlings and recover his Banana Hoard.
The next morning, Donkey Kong wakes up by a loud calling of his name. Realizing that he slept through his watch, Donkey Kong quickly exits his tree house, only to find [[Cranky Kong]] outside. Cranky prompts Donkey Kong to check the [[banana hoard|banana cave]] for a "big surprise". Inside the cave, Donkey Kong finds out that all of his bananas were stolen, with only a few discarded peels lying around. Cranky mocks Donkey Kong for shirking his responsibility, noting that Diddy is also gone. Meanwhile, Donkey Kong is in disbelief over his stolen bananas and rages that the Kremlings stole all of them. Donkey Kong vows to bring payback upon the Kremlings and recover his banana hoard.  
[[File:DK and Cranky DKC GBA intro.png|thumb|left|240px|Cranky wakes up Donkey Kong to tell him about the stolen bananas]]
Cranky breaks the [[fourth wall]] by questioning why the "game idea" involves finding Diddy and rescuing bananas instead of a damsel in distress. Donkey Kong tells how Diddy wishes to be a video game hero like Donkey Kong. Cranky believes neither of them are suitable for being video game heroes, and he goes on to brag about his popularity during the [[Donkey Kong (game)|arcade era]]. Deeming the adventure "ridiculous", Cranky believes Donkey Kong would be lucky to even sell ten copies of the game. Donkey Kong gets mad at Cranky and insists on going on an adventure to save Diddy and recover the stolen bananas. Donkey Kong leaves and follows a trail of bananas along his way. Cranky briefly hestitates but then follows after Donkey Kong. Cranky mumbles that Donkey Kong may need his help and further mentions that kids do not have respect for their elders anymore.<ref>''Donkey Kong Country Instruction Booklet'', Nintendo, 1994, pages 4-7</ref>


In the first level, Donkey Kong releases Diddy Kong, who tags along during the adventure. Together, the [[Kong]]s travel through various areas, including jungles, mines, forests, temples, snowy mountains, caves, and factories. With assistance from [[Cranky Kong|Cranky]], [[Funky Kong|Funky]], and [[Candy Kong]], the two Kongs eventually a large pirate ship, the [[Gangplank Galleon]], where are confronted by the Kremling Krew's leader, King K. Rool. After Donkey Kong and Diddy defeat King K. Rool, Cranky congratulates them and tells them to check the Banana Hoard. They do so, finding that the bananas have been returned.
Cranky breaks the [[fourth wall]] by questioning why the "game idea" involves finding Diddy and rescuing bananas instead of a damsel in distress. Donkey Kong tells how Diddy wishes to be a video game hero like Donkey Kong. Cranky believes neither of them are suitable for being video game heroes, and he goes on to brag about his popularity during [[Donkey Kong (game)|the arcade era]]. Deeming the adventure "ridiculous", Cranky believes Donkey Kong would be lucky to even sell ten copies of the game. Donkey Kong gets mad at Cranky and insists on going on an adventure to save Diddy and recover the stolen bananas. Donkey Kong leaves and follows a trail of bananas along his way. Cranky briefly hesitates, but then follows after Donkey Kong. Cranky mumbles that Donkey Kong may need his help and further mentions that kids do not have respect for their elders anymore.<ref>{{cite|title=''Donkey Kong Country'' instruction booklet|page=4-7|date=1994|publisher=Nintendo of America|language=en-us}}</ref>


In the Game Boy Advance remake, the introduction cutscene for starting a new save file is an abridged version of the instruction booklet story. The ending to the remake was altered; after King K. Rool's defeat, Cranky, Funky, and Candy congratulate Donkey Kong and Diddy Kong on their victory. King K. Rool soon recovers, forces them off the ship and sails away, vowing to return.
In the first level, Donkey Kong releases Diddy Kong, who tags along during the adventure. Together, the [[Kong]]s travel through various areas, including jungles, mines, forests, temples, snowy mountains, caves, and factories. With assistance from [[Cranky Kong|Cranky]], [[Funky Kong|Funky]], and [[Candy Kong]], the two Kongs eventually make it to the [[Gangplank Galleon]], where they are confronted by the Kremling Krew's leader, King K. Rool. After Donkey Kong and Diddy defeat King K. Rool, Cranky congratulates them and tells them to check the banana hoard. They do so, finding that the bananas have been returned.
{{br|left}}
{{br|left}}


==Gameplay==
==Gameplay==
The game introduces the "tag-team" system, where Donkey Kong and Diddy Kong follow each other throughout the levels. The Kong in front is the one currently in play, while the other Kong follows behind. If the Kong in play is injured, he quickly runs off the screen (or falls off the screen in the Game Boy Color and Game Boy Advance remakes), and the other takes its place. If this happens, only one Kong is on the screen at a time. If the lone Kong is injured by an enemy, the player loses an [[extra life]] and must restart the level either from the start or from the activated [[Star Barrel]]. Any Kong that is missing can be recovered from a [[DK Barrel]]. When either the Kongs are freed from a DK Barrel, he goes behind the Kong in play. The player can press {{button|snes|A}} to switch characters, in which case Donkey Kong high-fives Diddy to switch places with him, or vice versa.
The game introduces the "tag-team" system, where Diddy and Donkey Kong follow each other throughout each level. However, the member in the front of the group is the Kong in play, so the other Kong simply follows behind the other. If the hero in play is injured, he quickly runs off the screen, and the Kong behind him takes his place as the character in play. In cases like this, only one Kong is on the screen at the time, as the other is defeated. If the lone Kong is injured by an enemy, the player loses an [[extra life]], forcing them to either restart altogether or from the [[Star Barrel]]. There is a [[DK Barrel]] from which a Kong can be freed. When a hero is freed from a DK Barrel, he heads to the back of the group behind the Kong in play and is not able to be controlled until the Kong in the lead is injured or if the player hits {{button|snes|A}} to switch characters. Then Donkey Kong hi-fives with Diddy and switches places, or vice versa.


In the Game Boy Color remake, only one Kong appears on screen at a time, like the ''[[Donkey Kong Land (series)|Donkey Kong Land]]'' games. If both Kongs are in the group, the one not in play is represented by a DK Barrel icon at the bottom-left corner. By pressing {{button|gbc|Select}}, the player can switch characters, which shows the Kong in play being moved to the DK Barrel icon while the other Kong moves out to appear on-screen.
===Abilities===
[[File:Ice Age Alley.png|left|thumb|Donkey Kong swings on a rope in the level, [[Ice Age Alley]].]]
While both Kongs have different abilities, they have the same basic moves. Both Donkey and Diddy are able to jump, [[cartwheel]] (or roll), climb, and swim to pass through levels. The most commonly used basic abilities are the jump and cartwheel moves, which help the Kongs cross gaps and defeat enemies. While cartwheeling is often used to pummel into weaker foes, it can also be used as part of the super-jump technique. Both characters can use this move by simply cartwheeling off a cliff and jumping in mid-air. This gives them both a longer jump to cross wider abysses. The Kongs can also use their climbing and swimming abilities to traverse levels. Climbing can only be done on ropes, which can swing the Kongs over gaps if they cling onto them. Some ropes are stationary, which means that the Kongs can take advantage of their climbing abilities on them to head up the rope to a higher area. Another move both Kongs can perform is their swimming ability which can only be done inside of the water in the underwater levels.


===Abilities===
Both Kongs also have some different abilities, as well as different stats. Diddy is faster and more agile than Donkey Kong, but he lacks the same strength struggles to defeat stronger enemies such as [[Krusha]]s and [[Klump]]s. Donkey Kong is stronger and slower than him, and he also has his own unique move called [[Hand Slap]]. The Hand Slap move allows him to defeat enemies and find hidden objects in the ground or on treetops.  
[[File:Orang-utan Gang 5.png|thumb|left|Diddy rides on a Steel Keg]]
The basic moves that Donkey Kong and Diddy can perform include [[jump]]ing, [[Roll Attack|roll]]ing/[[Cartwheel Attack|cartwheel]]ing, climbing, and swimming. The most commonly used basic abilities are the jump and roll moves, both of which allow the Kongs to cross gaps and defeat enemies. The roll and cartwheel act as the same move but can only be used by Donkey Kong and Diddy Kong respectively. The respective Kong can perform their roll or cartwheel from a ledge to do a longer jump in midair, effective for moving across abysses. Ropes are the only object that the Kongs can climb up or down on, allowing them to reach items or higher areas. Some ropes start moving across a gap when the Kongs cling on it while some others remain stationary. The Kongs can only swim during underwater levels.


Aside from the rolling attack, the Kongs also have some different abilities. Diddy is faster and more agile than Donkey Kong, but he is not as strong, which makes it harder for him to defeat [[Army]]s, [[Krusha]]s, and [[Klump]]s. Donkey Kong is stronger and slower than Diddy and can perform a unique move, the [[Hand Slap]]. The move allows Donkey Kong find hidden items or objects in the ground or on treetops, but it can also be used to defeat enemies.
The Kongs pick up and throw barrels differently than one another. When Diddy Kong picks up barrels, he holds them in front of his body, protecting him from any enemies in his way. However, Donkey Kong holds barrels above his head, leaving his whole body vulnerable to enemy attacks. Additionally, Donkey Kong throws his barrels slightly further than Diddy, making Donkey Kong more likely to hit enemies from another distance. If the primates throw a [[Steel Keg]] against a wall, they are able to jump on the barrel as it rolls back and balance on it.


Another difference between the two Kongs is how they pick up and throw barrels. When Diddy picks up a barrel, he holds in front of him, protecting himself from enemies in the way. Donkey Kong holds a barrel over his head, which leaves him vulnerable to enemies in the front. Donkey Kong can throw barrels slightly farther than Diddy, allowing him to hit an enemy from a distance. When the barrel hits into an enemy, it breaks. If the Kongs throw a [[Steel Keg]] against a wall, they can jump on the barrel and balance on it as it rolls along.
{{br}}
===Modes===
===Modes===
{{multiframe
When selecting a new file, the player can choose either single player or multiplayer; once the player selects a mode, they cannot change it unless they delete it and start a new one. In multiplayer, the first player controls Donkey Kong while the second player controls Diddy Kong. In multiplayer, if either Kong is hit, the other player must press a button to take over with their Kong. The game keeps a score for both players, to keep track of how many levels they have completed.
| [[File:DKC GBA player selection.png]]<br>[[File:DKC GBA mode selection.png]]
{|class="wikitable dk" style="text-align:center"
| The Game Boy Advance version has two mode select screens: player selection (top) and a gameplay selection between the main game and two exclusive modes (bottom).
| size= 240
| align= right
}}
[[File:DKC mode select.png|thumb|left|256px|The mode select screen]]
When selecting a new file, the player can choose either single player or multiplayer; once the player selects a mode, they cannot change it unless they delete it and start a new one. In multiplayer, the first player controls Donkey Kong while the second player controls Diddy Kong. In multiplayer, if either Kong is hit, the other player must press a button to take over with their Kong (in the Game Boy Advance version, the other player must press {{button|GBA|select}}, as instructed on the screen). The game keeps a score for both players, to keep track of how many levels they have completed.
 
{|class="wikitable dktable-brown" width=65%
|-
|-
!Icon
!Icon
Line 78: Line 62:
|[[File:DKC two player contest icon.png]]
|[[File:DKC two player contest icon.png]]
|'''Two player contest'''
|'''Two player contest'''
|Two players compete to finish the most levels. The first player's Kong duo are normal, while the second player's Kongs are both yellow. The mode does not appear in the Game Boy Advance version.
|Two players compete to finish the most levels. The first player's Kong duo are normal, while the second player's Kongs are both yellow.
|-
|-
|[[File:DKC two player team icon.png]]
|[[File:DKC two player team icon.png]]
Line 84: Line 68:
|Two players cooperatively take turns playing through the levels. The first player controls Donkey Kong, while the second player controls Diddy. Players can change turns by switching the Kongs or by losing their Kong.
|Two players cooperatively take turns playing through the levels. The first player controls Donkey Kong, while the second player controls Diddy. Players can change turns by switching the Kongs or by losing their Kong.
|}
|}
{{br}}
 
==Characters==
==Characters==
===Playable characters===
===The Kongs===
{|class="dktable-brown" width=100%
There are a few Kongs who help Donkey Kong and Diddy Kong along their journey, and they each appear in one of the [[#Supporting location|supporting locations]].
! Image !! Name !! Description
{|class="wikitable dk" style="text-align:center"
!colspan=3 style="background:saddlebrown;color:white"|Playable
|-
!Sprite!!Character!!Summary
|-
|[[File:DK DKC sprite.png]]
|[[Donkey Kong]]
|align=left|The main hero of the game, who has a hoard of bananas under his [[DK's Tree House|tree house]]. Donkey Kong is much stronger and heavier than his partner, Diddy Kong, and can therefore defeat more powerful enemies. He also has his own move, the [[Hand Slap]] which can defeat certain enemies and reveal hidden objects.
|-
|-
|style="text-align:center"| [[File:DK DKC sprite.png]]
|[[File:Diddy DKC sprite.png]]
|style="text-align:center"| [[Donkey Kong]]
|[[Diddy Kong]]
|The main character of the game, Donkey Kong is stronger and heavier than his partner, Diddy Kong, and can defeat stronger enemies. He also has his own move, the [[Hand Slap]] which can defeat certain enemies and reveal hidden objects.  
|align=left|This young ape is the best friend of Donkey Kong and a hero in training who sets out with Donkey Kong to recover the Banana Hoard during the events of the game. For what Diddy lacks in strength is compensated by being faster than Donkey Kong. However, his light weight keeps him from being able to defeat more powerful enemies in a single jump.
|-
|-
|style="text-align:center"| [[File:Diddy DKC sprite.png]]
!colspan=3 style="background:saddlebrown;color:white"|Supporting
|style="text-align:center"| [[Diddy Kong]]
|Diddy is the best friend and sidekick of Donkey Kong. While he is not as strong as his partner, Diddy is faster, but his light weight prevents him from being able to defeat more powerful enemies in a single jump.
|}
 
===Supporting characters===
There are a few Kongs who help Donkey Kong and Diddy Kong along their journey, and they each appear in one of the [[Donkey Kong Country#Supporting location|supporting locations]].
 
{|class="dktable-brown" width=100%
! Image !! Name !! Description
|-
|-
|style="text-align:center"| [[File:Candy Kong DKC sprite.png]]
|[[File:Candy Kong DKC sprite.png]]
|style="text-align:center"| [[Candy Kong]]
|[[Candy Kong]]
|Candy is the love interest of Donkey Kong. She hosts a different location in each three versions of the game. In the original version, she operates [[Candy's Save Point]], where the Kongs can go to their game progress. In the Game Boy Color version, she hosts a mini-game challenge at [[Candy's Challenge]] in each world. In the Game Boy Advance version, Candy operates [[Candy's Dance Studio]], where the Kongs can participate in a dancing minigame.
|align=left|The love interest of Donkey Kong, Candy runs [[Candy's Save Point|a shack]], where the player can save their game progress.
|-
|-
|style="text-align:center"| [[File:Cranky Kong DKC sprite.png]]
|[[File:Cranky Kong DKC sprite.png]]
|style="text-align:center"| [[Cranky Kong]]
|[[Cranky Kong]]
|Cranky Kong was the original Donkey Kong from the ''[[Donkey Kong (game)|Donkey Kong]]'' arcade game. He resides at [[Cranky's Cabin]], where he provides various advice to Donkey Kong and Diddy along their adventure. Cranky regards himself as the greatest video game hero, and does not believe the Kongs can complete their adventure without his assistance.
|align=left|Cranky Kong was the original Donkey Kong from the ''[[Donkey Kong (game)|Donkey Kong]]'' arcade game. This old ape resides in [[Cranky's Cabin]], where he gives the heroes random hints on how to complete the game. He is convinced that he is the best video game hero, and does not believe the apes can complete their adventure without his assistance.
|-
|-
|style="text-align:center"| [[File:Funky Kong DKC sprite.png]]
|[[File:Funky Kong DKC sprite.png]]
|style="text-align:center"| [[Funky Kong]]
|[[Funky Kong]]
|Funky Kong opeares a flight service at [[Funky's Flights]], where he allows Donkey Kong and Diddy to use the [[Jumbo Barrel]] to travel throughout areas of [[Donkey Kong Island]] that they have already visited. In the Game Boy Advance version, Funky's location was renamed to [[Funky's Fishing]], where he also hosts a fishing minigame alongside his usual flight service.
|align=left|Funky Kong operates a [[Funky's Flights|flight service]], where he allows Donkey Kong and Diddy to use his [[Jumbo Barrel]] to travel throughout areas of [[Donkey Kong Island]].
|}
|}


===Animal Friends===
===The Good Guys===
Aside from the supporting Kongs, Donkey Kong and Diddy Kong are also assisted by [[Animal Friends]] during the game. Each Animal Friend is prisoner in an [[Animal Crate]] with their likeness on it. The Animal Friends only appear in certain levels, and the Kongs cannot take them to other levels. Every Animal Friend has their own unique abilities.
The supporting Kongs are not the only ones to aid Donkey Kong and Diddy in their quest; the wildlife also help. Each [[Animal Friend]] is imprisoned within an [[animal crate]] depicting their likeness. The Kongs can only use the Animal Friends in certain levels, meaning that they do not go over with the Kongs into the next level. Each buddy has different abilities, as shown below.


{|class="dktable-brown" width=100%
{|class="wikitable dk" style="text-align:center"
! Image !! Name !! Description !! First level appearance !! Last level appearance
!rowspan=2|Sprite!!rowspan=2|Character!!rowspan=2|Summary!!colspan=2|Stages
|-
!First!!Last
|-
|-
|style="text-align:center"| [[File:Rambi DKC sprite.png]]
|[[File:Rambi DKC sprite.png]]
|style="text-align:center"| [[Rambi the Rhino]]
|[[Rambi]]
|Rambi is first found halfway through the first level. He can defeat most enemies by running into them, as well as break entrances to hidden [[Bonus Level]]s.
|align=left|Rambi is able to ram into most enemies to defeat them, and he can also break entrances to hidden [[Bonus Level]]s along with sensitive walls.
| align="center"|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
| align="center"|[[Manic Mincers]]
|[[Manic Mincers]]
|-
|-
|style="text-align:center"| [[File:Enguarde DKC sprite.png]]
|[[File:Enguarde DKC sprite.png]]
|style="text-align:center"| [[Enguarde the Swordfish]]
|[[Enguarde]]
|Enguarde appears in most of the underwater levels. With his sharp bill, Enguarde can defeat most aquatic enemies in his path.
|align=left|Exclusive to underwater stages, Enguarde's sharp bill can defeat most enemies along the way, which the Kongs cannot do alone.
| align="center"|[[Coral Capers]]
|[[Coral Capers]]
| align="center"|[[Poison Pond]]
|[[Poison Pond]]
|-
|-
|style="text-align:center"| [[File:Winky DKC sprite.png]]
|[[File:Winky DKC sprite.png]]
|style="text-align:center"| [[Winky the Frog]]
|[[Winky]]
|Winky has a high jumping ability that allows him to reach higher areas, namely [[Bonus Level]]s. Winky can defeat most enemies by jumping on them, including [[Zinger]]s.
|align=left|Winky can defeat most enemies by jumping on them, including [[Zinger]]s, which damage the Kongs from this method. Winky also jumps very high, providing access to certain Bonus Levels and hidden areas. His high jumping function would be inherited by [[Rattly]] in ''[[Donkey Kong Country 2: Diddy's Kong Quest]]''.
| align="center"|[[Winky's Walkway]]
|[[Winky's Walkway]]
| align="center"|[[Rope Bridge Rumble]]
|[[Rope Bridge Rumble]]
|-
|-
|style="text-align:center"| [[File:Expresso DKC sprite.png]]
|[[File:Expresso DKC sprite.png]]
|style="text-align:center"| [[Expresso the Ostrich]]
|[[Expresso]]
|Expresso has the ability to run fast and to glide across the air, although he cannot attack enemies. Due to his long legs, Expresso is unaffected by Klaptraps moving under his legs.
|align=left|Expresso has the ability to dash through areas and glide downward.
| align="center"|[[Temple Tempest]]
|[[Temple Tempest]]
| align="center"|[[Misty Mine]]
|[[Misty Mine]]
|-
|-
|style="text-align:center"| [[File:Squawks DKC sprite.png]]
|[[File:Squawks DKC sprite.png]]
|style="text-align:center"| [[Squawks the Parrot]]
|[[Squawks]]
|Squawks only appears in the level Torchlight Trouble, where he holds a lamp to light the path forward for the Kongs. Squawks is the only Animal Friend that the Kongs cannot ride and the only one without an Animal Token. Squawks cannot be defeated by any enemy.
|align=left|Squawks is the only non-rideable Animal Friend as well as the only without an Animal Token. He assists the Kongs by carrying a lamp through the level, Torchlight Trouble, which helps them see in the dark cave. He can not be hurt by enemies.
| align="center"|[[Torchlight Trouble]]
|colspan=2|[[Torchlight Trouble]]
| align="center"|[[Torchlight Trouble]]
|}
|}


===Enemies===
===Enemies===
Various types of enemies appear throughout the levels, attempting to get into Donkey Kong and Diddy Kong's way. The [[Kremling]]s are the main enemies of the game.
''Donkey Kong Country'' has a variety of enemies that try to defeat the Kongs throughout every level. Below shows the enemies' names, descriptions, and first and last level appearances.


{|class="dktable-brown" width=100%
{|class="wikitable dk" style="text-align:center"
! colspan=5 style="background:saddlebrown;color:white" align=center | '''The Bad Guys'''
!colspan=5 style="background:saddlebrown;color:white"|The Bad Guys
|-
|-
! Image !! Name !! Description !! First level appearance !! Last level appearance
|[[File:Army DKC sprite.png]]
|[[Army]]
|align=left|An armadillo enemy who rolls up into a ball and charges at the Kongs to attack. Unlike Donkey, Diddy cannot defeat them in one jump if they are rolled up in a ball, and instead must jump on them once to release them from their attacking state. This leaves them vulnerable to jump attacks.
|[[Ropey Rampage]]
|[[Platform Perils]]
|-
|-
|style="text-align:center"| [[File:Army DKC sprite.png]]
|[[File:Gnawty.png]] [[File:Gnawty-brown-DKC.png]]
|style="text-align:center"| [[Army]]
|[[Gnawty]]
|An armadillo enemy that rolls up into a ball and charges at the Kongs to attack. Donkey Kong can defeat them from either a jump or roll attack. If Diddy either jumps or cartwheels into a curled up Army, the enemy is forced out of its curled posture. Diddy can defeat Army if it is not curled up.
|align=left|Regular and weak beaver enemies. Gnawtys simply walk around, trying to hit the Kongs. All attacks can defeat the gray variants. However, the brown Gnawties ride on [[Millstone]]s, protecting them from any attack.
|style="text-align:center"| [[Ropey Rampage]]
|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|style="text-align:center"| [[Platform Perils]]
|[[Platform Perils]]
|-
|-
|style="text-align:center"| [[File:Gnawty.png]]<br>[[File:Gnawty-brown-DKC.png]]
|[[File:Manky Kong DKC.png]]
|style="text-align:center"| [[Gnawty]]
|[[Manky Kong]]
|A beaver enemy that is common but is one of the weakest enemies. They simply walk around back and forth and can be defeated from any attack. Gnawties have a rare, brown variant that ride on a [[Millstone]], and contrarily they are invulnerable to any form of attack.
|align=left|They were part of the Kong Family before being exiled. Manky Kongs attack by throwing an unlimited supply of barrels. Jumping and cartwheel attacks defeat them.
|style="text-align:center"| [[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|[[Orang-utan Gang]]
|style="text-align:center"| [[Platform Perils]]
|[[Loopy Lights]]
|-
|-
|style="text-align:center"| [[File:Manky Kong DKC.png]]
|[[File:Mini Necky DKC.png]]
|style="text-align:center"| [[Manky Kong]]
|[[Mini-Necky]]
|Manky Kongs are orangutans who were exiled from the Kong Family. They attack by throwing an unlimited number of barrels at Donkey Kong and Diddy. Both Kongs can defeat them by their jump and roll attack.
|align=left|Small vultures that spit nuts at the Kongs to attack. They sometimes fly up and down to shoot nuts to different areas. Any attack can defeat a Mini-Necky.
|style="text-align:center"| [[Orang-utan Gang]]
|[[Vulture Culture]]
|style="text-align:center"| [[Loopy Lights]]
|[[Elevator Antics]]
|-
|-
|style="text-align:center"| [[File:Mini Necky DKC.png]]
|[[File:Necky perched DKC.png]] [[File:Necky.png]]
|style="text-align:center"| [[Mini-Necky]]
|[[Necky]]
|A small vulture that attacks by spitting nuts at the Kongs. Some Mini-Neckies move up and down while spitting nuts. They can be defeated by either a roll or a jump attack.
|align=left|Regular-sized vultures that either throw nuts when perched on high platforms or fly in place over large gaps, where they can be bounced on as platforms. Any attack can defeat a Necky.
|style="text-align:center"| [[Vulture Culture]] (SNES and GBA versions)<br>[[Winky's Walkway]] (GBC version)
|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|style="text-align:center"| [[Elevator Antics]] (SNES and GBA versions)<br>[[Necky Nutmare]] (GBC version)
|[[Platform Perils]]
|-
|-
|style="text-align:center"| [[File:Necky.png]]
|[[File:Slippa DKC.png]]
|style="text-align:center"| [[Necky]]
|[[Slippa]]
|A vulture enemy who either throws nuts at the Kongs from high platforms or flies across the level. The flying Neckies can be bounced on to reach higher areas.
|align=left|Red coral snakes that slither along the ground in cave areas. Any attack can defeat one.
|style="text-align:center"| [[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|[[Reptile Rumble]]
|style="text-align:center"| [[Platform Perils]]
|[[Misty Mine]]
|-
|-
|style="text-align:center"| [[File:Slippa DKC.png]]
|[[File:Zinger DKC.png]] [[File:Zinger-orange-DKC.png]] [[File:Zinger-pink-DKC.png]] [[File:Zinger-green-DKC.png]]
|style="text-align:center"| [[Slippa]]
|[[Zinger]]
|A red coral snake that slithers along the ground in caves and other subterranean areas. They are one of the weaker enemies and can be defeated by any attack.
|align=left|Large wasps that fly all around certain areas. Their flight path often depends on the color of the Zinger: yellow moves vertically; orange moves horizontally; pink moves in a circular path; green moves in a u-shaped path. The only way to defeat Zingers is by hitting them with barrels or Animal Friends.
|style="text-align:center"| [[Reptile Rumble]]
|[[Ropey Rampage]]
|style="text-align:center"| [[Misty Mine]]
|[[Platform Perils]]
|-
|-
|style="text-align:center"| [[File:Zinger DKC.png]]<br>[[File:Zinger-orange-DKC.png]]<br>[[File:Zinger-pink-DKC.png]]<br>[[File:Zinger-green-DKC.png]]
!colspan=5 style="background:saddlebrown;color:white"align=center|'''The Aquatic Bad Guys'''
|style="text-align:center"| [[Zinger]]
|Zingers are wasps and very common enemies who appear in almost every level. The Kongs cannot defeat Zingers themselves and must use either a barrel or an Animal Friend to defeat them. The Kongs must usually avoid the Zingers along the way. Zingers have a few different color variations, each with their own flight pattern: yellow moves vertically, orange moves horizontally, red moves in a circular path, and green moves in a u-shaped path.
|style="text-align:center"| [[Ropey Rampage]]
|style="text-align:center"| [[Platform Perils]]
|-
|-
! colspan=5 style="background:saddlebrown;color:white" align=center | '''The Aquatic Bad Guys'''
|[[File:Bitesize.png]]
|[[Bitesize]]
|align=left|A piranha enemy that swims around in the water. Only Enguarde can defeat them.
|[[Coral Capers]]
|[[Poison Pond]]
|-
|-
! Image !! Name !! Description !! First level appearance !! Last level appearance
|[[File:Chomps.png]]
|[[Chomps]]
|align=left|Large, green shark enemies that function the same as Bitesizes and their junior counterparts, but are larger. Only Enguarde can defeat them.
|[[Coral Capers]]
|[[Croctopus Chase]]
|-
|-
|style="text-align:center"| [[File:Bitesize.png]]
|[[File:Chomps Jr DKC sprite.png]]
|style="text-align:center"| [[Bitesize]]
|[[Chomps Jr.]]
|A small piranha enemy that like other underwater enemies, cannot be defeated by the Kongs. Enguarde can defeat Bitesizes and most other underwater enemies.
|align=left|Small, blue shark creatures that behave like Bitesizes, aside from being slightly larger and faster. Only Enguarde can defeat them.
|style="text-align:center"| [[Coral Capers]]
|[[Coral Capers]]
|style="text-align:center"| [[Poison Pond]]
|[[Poison Pond]]
|-
|-
|style="text-align:center"| [[File:Chomps.png]]
|[[File:Clambo DKC.png]]
|style="text-align:center"| [[Chomps]]
|[[Clambo]]
|A large, green shark enemy that are larger than Bitesizes but otherwise act the same, and they can also be defeated by Enguarde.
|align=left|A clam that spits pearls across the area, usually from outskirts of the level. Clambos can throw multiple pearls at a time. They cannot be defeated.
|style="text-align:center"| [[Coral Capers]]
|[[Coral Capers]]
|style="text-align:center"| [[Croctopus Chase]]
|[[Clam City]]
|-
|-
|style="text-align:center"| [[File:Chomps Jr DKC sprite.png]]
|[[File:Croctopus-purple-DKC.png]] [[File:Croctopus.png]]
|style="text-align:center"| [[Chomps Jr.]]
|[[Croctopus]]
|A small, blue shark enemy and a smaller variant of Chomps. They act similar to Chomps except they are smaller and slightly faster.
|align=left|An octopus enemy that treads around underwater. The purple type moves in fixed patterns around blocks of coral reef. The blue type follows a set path, actively trying to hurt the Kongs. Croctopuses, like Clambos, cannot be defeated.
|style="text-align:center"| [[Coral Capers]]
|[[Coral Capers]]
|style="text-align:center"| [[Poison Pond]]
|[[Croctopus Chase]]
|-
|-
|style="text-align:center"| [[File:Clambo DKC.png]]
|[[File:Squidge DKC.png]]
|style="text-align:center"| [[Clambo]]
|[[Squidge]]
|A clam enemy that attacks by spitting out pearls at the Kongs. They do not move around and are usually in a corner outside of the main path. They cannot be defeated by Enguarde.
|align=left|Jellyfish-like creatures that swim up and down in zigzag lines. They can be defeated by Enguarde.
|style="text-align:center"| [[Coral Capers]]
|[[Croctopus Chase]]
|style="text-align:center"| [[Clam City]]
|[[Poison Pond]]
|-
|-
|style="text-align:center"| [[File:Croctopus-purple-DKC.png]]<br>[[File:Croctopus.png]]
!colspan=5 style="background:saddlebrown;color:white"align=center|'''The Kremlings'''
|style="text-align:center"| [[Croctopus]]
|An octopus enemy that quickly treads through water to hit the Kongs. The purple variants move in fixed patterns around blocks of coral reef, while the blue variants go in a set path after the Kongs once they pass them. Like Clambos, they cannot be defeated.
|style="text-align:center"| [[Coral Capers]]
|style="text-align:center"| [[Croctopus Chase]]
|-
|-
|style="text-align:center"| [[File:Squidge DKC.png]]
|[[File:Klaptrap DKC.png]] [[File:Klaptrap-purple-DKC.png]]
|style="text-align:center"| [[Squidge]]
|[[Klaptrap]]
|A jellyfish type enemy that swims up and down through underwater areas in zigzag lines. They can be defeated by Enguarde.
|align=left|Small, four-legged Kremlings that walk back and fourth, attempting to bite the Kongs with their sharp teeth; because of this, the Kongs cannot damage Klaptrap from rolling or cartwheeling into them from the front. Purple Klaptraps jump at the same time as the Kongs.
|style="text-align:center"| [[Croctopus Chase]]
|[[Stop & Go Station]]
|style="text-align:center"| [[Poison Pond]]
|[[Loopy Lights]]
|-
|-
! colspan=5 style="background:saddlebrown;color:white" align=center | '''The Kremlings'''
|[[File:Klump DKC sprite.png]]
|[[Klump]]
|align=left|A strong Kremling that wears some military gear. A Klump's helmet protects it from being jumped on by Diddy, unlike Donkey Kong, though the aforementioned Kong can still defeat a Klump with a cartwheel attack.
|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|[[Platform Perils]]
|-
|-
! Image !! Name !! Description !! First level appearance !! Last level appearance
|[[File:Krash DKC.png]]
|[[Krash]]
|align=left|Kremlings that ride inside of [[Mine Cart]]s, on the same track as the Kongs, but in the opposite direction. The Kongs are left with no choice but to jump with the carts to avoid Krashes. A few Krashes wait in stationary mine carts, which the Kongs can hijack by defeating the Krash.
|[[Mine Cart Carnage]]
|[[Mine Cart Madness]]
|-
|-
|style="text-align:center"| [[File:Klaptrap DKC.png]]<br>[[File:Klaptrap-purple-DKC.png]]
|[[File:Kritter DKC green.png]] [[File:Kritter-blue-DKC.png]] [[File:Kritter-red-DKC.png]] [[File:Kritter-yellow-DKC.png]] [[File:Kritter-gray-DKC.png]]
|style="text-align:center"| [[Klaptrap]]
|[[Kritter]]
|Klaptraps are small, four-legged crocodiles who repeatedly open and close their jaws while moving in the Kongs' direction. Because of this, the Kongs cannot attack Klaptrap by rolling into it from the front. Klaptraps can either be defeated from behind or if jumped over. Klaptraps have a rare, purple variant that jump at the same time as the Kongs do.
|align=left|The normal species and grunt soldiers of the Kremling Krew, Kritters are one of the most basic enemies, similarly to Gnawties, so any attack can defeat them. The movement behavior of a Kritter is determined by its color: green simply walks forward; blue jumps while moving forward; brown jumps vertically, but does not move forward; yellow jumps left and right; and gray hops forward a few times before making a long jump.
|style="text-align:center"| [[Stop & Go Station]]
|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|style="text-align:center"| [[Loopy Lights]]
|[[Loopy Lights]]
|-
|-
|style="text-align:center"| [[File:Klump DKC sprite.png]]
|[[File:Krusha DKC blue.png]] [[File:Krusha-gray-DKC.png]]
|style="text-align:center"| [[Klump]]
|[[Krusha]]
|Klump is a strong, burly enemy that wears military gear. Klump's helmet defends itself from Diddy's jump attack, although Donkey Kong can defeat a Klump by jumping on it. Both Kongs can use a roll attack to defeat a Klump.
|align=left|Strong, muscular enemies unaffected by all of Diddy's regular attacks. Donkey Kong can defeat the blue Krushas only by jumping on it. Krusha laughs off any attack it is unaffected by. Gray Krushas are resistant to even Donkey Kong's normal attacks, but they can still be defeated by barrels.
|style="text-align:center"| [[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|[[Millstone Mayhem]]
|style="text-align:center"| [[Platform Perils]]
|[[Platform Perils]]
|-
|-
|style="text-align:center"| [[File:Krash DKC.png]]
|[[File:Rockkroc DKC sprite.png]]
|style="text-align:center"| [[Krash]]
|[[Rock Kroc]]
|A Kritter who rides in a mine cart. Krashes ride in the opposite direction of the Kongs, attempting to crash into them. Donkey Kong and Diddy must avoid Krashes by jumping over them. In Mine Cart Madness, some Krashes are in a stationary mine carts, and the Kongs can jump on them to defeat them and take over the mine cart.
|align=left|A zombie-like Kremling that crouches into a ball shape when exposed to red light. While under a green light, Rock Krocs dash across areas and try to hit the Kongs. Because of their speed, they are considerably difficult to avoid when not under a red light, which can be triggered by hitting a Stop & Go Barrel.
|style="text-align:center"| [[Mine Cart Carnage]]
|colspan=2|[[Stop & Go Station]]
|style="text-align:center"| [[Mine Cart Madness]]
|-
|-
|style="text-align:center"| [[File:Kritter DKC green.png]]<br>[[File:Kritter-blue-DKC.png]]<br>[[File:Kritter-red-DKC.png]]<br>[[File:Kritter-yellow-DKC.png]]<br>[[File:Kritter-gray-DKC.png]]
!colspan=5 style="background:saddlebrown;color:white"align=center|'''Obstacles'''
|style="text-align:center"| [[Kritter]]
|Kritters are the grunt soldiers of the Kremling Krew. They are one of the weakest enemies along with Gnawty. The color of a Kritter determines its movement behavior: the standard, green ones walk forward, the blue ones jump while moving forward, the brown ones jump vertically without moving forward, yellow ones jump left and right, and gray Kritters hop forward a few times before doing a long jump.
|style="text-align:center"| [[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|style="text-align:center"| [[Loopy Lights]]
|-
|-
|style="text-align:center"| [[File:Krusha DKC blue.png]]<br>[[File:Krusha-gray-DKC.png]]
|[[File:Black Drum DKC.png]]
|style="text-align:center"| [[Krusha]]
|[[Black drum]]
|Krushas are strong, muscular Kremlings, and there are blue Krushas and the uncommon gray variant. Diddy cannot defeat Krushas without using a barrel. Donkey Kong can defeat blue Krushas by jumping on them, but performing a roll or a Hand Slap attack are ineffective. Gray Krushas are stronger than the blue ones and can only be defeated from a barrel.
|align=left|A drum obstacle that launches out an unlimited number of a certain enemy species, such as Slippas and Gnawties. Only a [[TNT Barrel|TNT Drum]] can destroy it.
|style="text-align:center"| [[Millstone Mayhem]]
|[[Winky's Walkway]]
|style="text-align:center"| [[Platform Perils]]
|[[Misty Mine]]
|-
|-
|style="text-align:center"| [[File:Rockkroc DKC sprite.png]]
|[[File:DKC Cannonball.png]]
|style="text-align:center"| [[Rock Kroc]]
|[[Cannonball]]
|Rock Krocs dash back and forth rapidly while the Go Barrels are activated, and the Kongs get injured when they come in contact with a Rock Kroc. Donkey Kong and Diddy cannot pass the Rock Krocs safely unless they activate the Stop Barrels, causing the Rock Krocs to briefly curl into a ball until the Stop Barrels turn into Go Barrels. Rock Krocs are invincible and cannot be defeated except in the Game Boy Advance remake, where Donkey Kong can Hand Slap a Rock Kroc while it is inactive.
|align=left|Giant iron balls that fall across the screen sequentially when [[King K. Rool|K. Rool]] performs his floor-slam attack.
|colspan=2, style="text-align:center"|[[Stop & Go Station]]
|colspan=2|[[Gang-Plank Galleon]]
|-
|-
! colspan=5 style="background:saddlebrown;color:white" align=center | '''Other'''
|[[File:DKC Coconut small.png]] [[File:DKC Coconut big.png]]
|[[Coconut]]
|align=left|Projectiles that are either spit or thrown by the [[Necky]] family, either horizontally or in bouncing arcs.
|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]
|[[Necky's Revenge]]
|-
|-
! Image !! Name !! Description !! First level appearance !! Last level appearance
|[[File:DKC Crownerang.png]]
|[[Crownerang]]
|align=left|K. Rool's crown, which he throws to attack, thought this renders him vulnerable to stomp attacks.
|colspan=2|[[Gang-Plank Galleon]]
|-
|-
|style="text-align:center"| [[File:Black Drum DKC.png]]
|[[File:DKC Millstone.png]]
|style="text-align:center"| [[Black Drum]]
|[[Millstone]]
|A drum obstacle that fires out an indefinite supply of a specific enemy, such as Slippas and Gnawties. They can only be destroyed from a TNT Barrel. They are a smaller variant of Dumb Drum.
|align=left|Millstones are enormous invulnerable stone wheels ridden in by Gnawties.
|style="text-align:center"| [[Winky's Walkway]]
|[[Millstone Mayhem]]
|style="text-align:center"| [[Misty Mine]]
|[[Temple Tempest]]
|-
|-
|[[File:Mincer.png]]
|[[Mincer]]
|align=left|A large, spiked tire obstacle that moves either in fixed patterns or remains still. They cannot be defeated by any attack.
|[[Torchlight Trouble]]
|[[Manic Mincers]]
|-
|-
|style="text-align:center"| [[File:Mincer.png]]
|[[File:Oil Drum DKC.png]]
|style="text-align:center"| [[Mincer]]
|[[Oil drum]]
|Mincers are spiked tire obstacles who either move in a pattern or remain in a single spot. They are invincible and must be avoided by the Kongs.
|align=left|They are drum obstacle slightly wider than black drums. Oil drums release fire, either continually or at regular intervals. Only a TNT Barrel can destroy them.
|style="text-align:center"| [[Torchlight Trouble]]
|[[Torchlight Trouble]]
|style="text-align:center"| [[Manic Mincers]]
|[[Oil Drum Alley]]
|-
|-
|style="text-align:center"| [[File:Oil Drum DKC.png]]
|[[File:DKC Pearl.png]]
|style="text-align:center"| [[Oil Drum]]
|Pearl
|Oil Drums resemble Black Drums except for their thicker appearance and ability to emit fire. The word "OIL" is embedded on their drum.
|align=left|Projectiles spit by [[Clambo]]s in groups of one to five.
|style="text-align:center"| [[Winky's Walkway]]
|[[Coral Capers]]
|style="text-align:center"| [[Elevator Antics]] (SNES and GBA versions)<br>[[Necky Nutmare]] (GBC version)
|[[Clam City]]
|}
|}


===Bosses===
===The Bosses===
At the end of every world, the Kongs must fight a boss, each guarding a portion of the stolen bananas. Most of the bosses are a larger version of an enemy.
There is a boss at the end of every world, and it guards a portion of the stolen bananas. Most bosses are a bigger version of a generic enemy. The bosses are listed below.


{|class="dktable-brown" width=100%
{|class="wikitable dk" style="text-align:center"
! Image !! Name !! Description !! Level appearance
!#!!Sprite!!Boss!!World and stage!!Summary
|-
|-
|style="text-align:center"| [[File:Very Gnawty DKC.png]]
|1
|style="text-align:center"| [[Very Gnawty]]
|[[File:Very Gnawty DKC.png]]
|A giant Gnawty that jumps around, trying to hit the Kongs. Donkey Kong and Diddy must jump on it five times to defeat it. For each hit, Very Gnawty bounces and moves around faster.
|[[Very Gnawty]]
|style="text-align:center"| [[Very Gnawty's Lair]]
|[[Kongo Jungle]] - [[Very Gnawty's Lair]]
|align=left|A giant Gnawty who jumps around, trying to hit the Kongs. It must be jumped on five times to defeat. With each hit, Very Gnawty moves faster.  
|-
|-
|style="text-align:center"| [[File:Master Necky DKC.png]]
|2
|style="text-align:center"| [[Master Necky]]
|[[File:Master Necky DKC.png]]
|A giant Necky that creeps its head out from one of four corners of the screen, spitting large nuts at the Kongs. Master Necky spit nuts faster each time it is jumped on. Donkey Kong or Diddy can defeat the boss by jumping on its head five times.
|[[Master Necky]]
|style="text-align:center"| [[Necky's Nuts]]<br>[[Necky's Revenge]] (GBA only)
|[[Monkey Mines]] - [[Necky's Nuts]]
|align=left|A giant Necky who creeps its head out of the four corners of the screen, spitting coconuts. He spits nuts faster when jumped on, but becomes defeated after being jumped on five times.
|-
|-
|style="text-align:center"| [[File:Queen B DKC.png]]
|3
|style="text-align:center"| [[Queen B.]]
|[[File:Queen B DKC.png]] [[File:DKC Queen B. mad.png]]
|A giant Zinger who flies around the arena. The Kongs can attack her with a barrel. When hit, Queen B. temporarily turns red and moves up and down in a wavy pattern before returning normal. She must be hit five times to be defeated. In the Game Boy Advance remake, she is surrounded by several regular Zingers while red, who protect her from being attacked until the Kongs defeat them.
|[[Queen B.]]
|style="text-align:center"| [[Bumble B. Rumble]]
|[[Vine Valley (world)|Vine Valley]] - [[Bumble B. Rumble]]
|align=left|A giant Zinger who flies around the arena. When hit by a barrel, she turns red and invincible temporarily, rampaging up and down. After five hits, Queen B. is defeated.
|-
|-
|style="text-align:center"| [[File:Really Gnawty DKC.png]]
|4
|style="text-align:center"| [[Really Gnawty]]
|[[File:Really Gnawty DKC.png]]
|A boss who looks and acts similar to Very Gnawty. Really Gnawty can move faster and jump a lot higher than Very Gnawty. The Kongs must jump on Really Gnawty five times to defeat it. In the Game Boy Advance remake, Really Gnawty performs a large jump after being hit, and the impact causes stalagmites to fall from above.
|[[Really Gnawty]]
|style="text-align:center"| [[Really Gnawty Rampage]]
|[[Gorilla Glacier]] - [[Really Gnawty Rampage]]
|align=left|A boss who both acts like and resembles Very Gnawty. However, Really Gnawty is much faster, and he can jump much higher when angry. Like the previous three bosses, Really Gnawty is defeated after five hits.
|-
|-
|style="text-align:center"| [[File:Dumb Drum.png]]
|5
|style="text-align:center"| [[Dumb Drum]]
|[[File:Dumb Drum.png]]
|A giant Oil Drum that attempts to crush the Kongs. After that, Dumb Drum sends out a pair of a specific enemy before continuing its attempt to crush the Kongs. The order in which Dumb Drum releases the enemies are: Kritters, Slippas, Klaptraps, Klumps, and Armys. The boss is defeated once the Kongs defeat every enemy. In the Game Boy Advance version, after Donkey Kong and Diddy defeat a pair of enemies, a TNT Barrel appears, and the Kongs must use it to attack Dumb Drum.
|[[Dumb Drum]]
|style="text-align:center"| [[Boss Dumb Drum]]
|[[Kremkroc Industries Inc.]] - [[Boss Dumb Drum]]
|align=left|A giant black drum that tries to crush the Kongs before spawning a few of an enemy species, in order of: Kritters, Slippas, Klaptraps, Klumps, and Armys. Once all enemies are defeated, Dumb Drum explodes in defeat.
|-
|-
|style="text-align:center"| [[File:Master Necky Snr DKC.png]]
|6
|style="text-align:center"| [[Master Necky Snr.]]
|[[File:Master Necky Snr DKC.png]]
|Master Necky Snr. is a similar boss to Master Necky except he is stronger. He spits nuts much faster than Master Necky. Each time Master Necky Snr. is hit, he spits out one more nut than the previous turn. The Kongs can defeat Master Necky Snr. by jumping on it five times. In the Game Boy Advance remake, Master Necky Snr. is accompanied by Master Necky during the battle.
|[[Master Necky Snr.]]
|style="text-align:center"| [[Necky's Revenge]]
|[[Chimp Caverns]] - [[Necky's Revenge]]
|align=left|A boss similar to Master Necky except he spits coconuts much faster. Whenever he takes damages, Master Necky Snr. spits out more more of them during one session. After five hits, Master Necky Snr. is defeated.
|-
|-
|style="text-align:center"| [[File:King K Rool DKC sprite.png]]
|7
|style="text-align:center"| [[King K. Rool]]
|[[File:King K Rool DKC sprite.png]]
|The final boss and main antagonist, King K. Rool has stolen Donkey Kong's Banana Hoard. He has a variety of attacks, including throwing his crown, jumping at the Kongs, and causing cannonballs to rain from above. After King K. Rool throws his crown, the Kongs can jump on his head to attack him, before K. Rool puts his crown back on.
|[[King K. Rool]]
|style="text-align:center"| [[Gang-Plank Galleon]]
|[[Gang-Plank Galleon]]
|align=left|The king of the Kremlings, K. Rool is the final boss and the one who stole the banana hoard. His attacks include throwing his crown, jumping on the Kongs, and causing cannonballs to rain down from above. While K. Rool is without his crown, the Kongs can jump on him to attack.
|}
|}


==Items==
==Items==
{|class="dktable-brown" width=100%
{|class="wikitable dk" style="text-align:center"
!width=12%|Sprite!!width=10%|Item!!Description
|-
|[[File:Banana DKC SNES.png]]
|[[Banana]]s
|align=left|The most common of the items, bananas are scattered throughout all levels except boss levels. They function exactly like [[coin]]s from the [[Super Mario (series)|''Super Mario'' series]], since collecting 100 of them can be collected for an [[extra life]].
|-
|[[File:Banana Bunch DKC SNES.png]]
|[[Banana Bunch]]es
|align=left|Each is worth ten Bananas when collected, making them similar to the [[10 Coin]].
|-
|-
!Image !! Name !! Description
|[[File:DKC Giant Banana.png]]
|[[Giant Banana|Giant banana]]s
|align=left|A giant banana is held by each boss. Claiming one marks the completion of one of the game's worlds.
|-
|-
|style="text-align:center"| [[File:Banana DKC SNES.png]]
|[[File:Enguarde Token Sprite SNES.png]] [[File:Expresso Token Sprite SNES.png]] [[File:Rambi Token Sprite SNES.png]] [[File:Winky Token Sprite SNES.png]]
|style="text-align:center"| [[Banana]]s
|[[Animal token]]s
|Bananas are the equivalent to [[coin]]s from the ''[[Super Mario (series)|Super Mario]]'' series, as collecting 100 of them gives the Kongs an extra life. They are the most common item of the game.
|align=left|Special tokens designed in the likeness of every Animal Friend except [[Squawks]]. If three of one kind is collected, the Kongs are taken to a bonus area where they must collect many smaller Animal Tokens with the same Animal Friend as the one carved in the collected tokens.
|-
|-
|style="text-align:center"| [[File:Banana Bunch DKC SNES.png]]
|[[File:DKC Mini Animal Token Enguarde.png]] [[File:DKC Mini Animal Token Expresso.png]] [[File:Mini Animal Token.png]] [[File:DKC Mini Animal Token Winky.png]]
|style="text-align:center"| [[Banana Bunch]]es
|[[Mini Animal Token]]s
|Banana Bunches grant ten bananas when collected. They are less common than normal bananas and often appear in Bonus Levels and hidden areas.
|align=left|Hundreds of them fill the Animal Friend bonus stages. An extra life is earned for every one hundred of them collected.
|-
|-
|style="text-align:center"| [[File:Rambi Token Sprite SNES.png]]
|[[File:DKC Big Animal Token Enguarde.png]] [[File:DKC Big Animal Token Expresso.png]]<br>[[File:DKC Big Animal Token Rambi.png]] [[File:DKC Big Animal Token Winky.png]]
|style="text-align:center"| [[Animal Token]]s
|[[Big Animal Token]]s
|Animal Tokens are small tokens that depict one of the Animal Friends (excluding [[Squawks the Parrot|Squawks]]). If three Animal Tokens depicting the same Animal Friend are collected, the game redirects the player to a bonus area where they control the corresponding Animal Friend. In the area, the Animal Friend must collect as many [[Mini Animal Token]]s depicting them within a time limit in exchange for extra lives.
|align=left|A single Big Animal Token is hidden in each of the Animal Friend-themed bonus stages. Collecting it doubles the held amount of Mini Animal Tokens.
|-
|-
|style="text-align:center"| [[File:Red Balloon DKC SNES.png]][[File:Green Balloon DKC SNES.png]][[File:Blue Balloon DKC SNES.png]]
|[[File:Red Balloon DKC SNES.png]] [[File:Green Balloon DKC SNES.png]] [[File:Blue Balloon DKC SNES.png]]
|style="text-align:center"| [[Red Balloon|Donkey]] [[Green Balloon|Kong]] [[Blue Balloon|Balloon]]s
|[[Red Balloon|Donkey]] [[Green Balloon|Kong]] [[Blue Balloon|Balloon]]s
|Similar to [[1-Up Mushroom]]s from the ''Super Mario'' series, these balloons give the Kongs extra lives when collected. The balloons come in three different colors: red, green, and blue. [[Red Balloon]]s are the most common and give one extra life, the less common [[Green Balloon]]s give two lives, and the rare [[Blue Balloon]]s give three lives.
|align=left|Directly copying [[1-Up Mushroom]]s from the [[Super Mario (series)|''Super Mario'' series]], Donkey Kong Balloons give an extra life when collected. The balloons appear in red, blue, and green colors The red type rewards only an extra life; the green type rewards two lives; and the rare blue Extra Life Balloons rewards three lives, just as the [[3-Up Moon]] does in ''[[Super Mario World]]''.
|-
|-
|style="text-align:center"| [[File:Letter K DKC.png]][[File:Letter O DKC.png]]<br>[[File:Letter N DKC.png]][[File:Letter G DKC.png]]
|[[File:Letter K DKC.png]] [[File:Letter O DKC.png]] [[File:Letter N DKC.png]] [[File:Letter G DKC.png]]
|style="text-align:center"| [[K-O-N-G Letters]]
|[[KONG Letters|K-O-N-G Letters]]
|Four of these special objects are hidden in every level, and each of them are a letter of the word "KONG". If the Kongs collect all four letters in a level, they are rewarded with an extra life. Each letter is found in order, meaning that the letter K is found first in the levels, then the O, then the N, and lastly the letter G. In the "Spell it Out!" Bonus Level challenges, there are circling letters that the Kongs must jump in a certain order to spell out a word.
|align=left|Four of these special objects are hidden in all stages except boss stages, and each letter put together spells the word "KONG." If the Kongs collect all four letters in a level, they are awarded with an extra life. Each letter is found in order, meaning that the letter K is found first in the levels, then the O, then the N, and the letter G is found last. Certain Bonus Levels involve spelling out a word with letters that resemble the K-O-N-G Letters.
|}
|}


==Objects==
==Objects==
===Mechanisms===
===Mechanisms===
{|class="dktable-brown" width=100%
{|class="wikitable dk" style="text-align:center"
!width=15%|Sprite!!width=10%|Mechanism!!Description
|-
|[[File:EnguardeCrate.png]] [[File:ExpressoCrate.png]] [[File:Rambi Crate DKC SNES.png]] [[File:SquawksCrateDKC.png]] [[File:WinkyCrate.png]]
|[[Animal crate]]s
|align=left|Somewhat common crates that contain Animal Friends. They appear in certain levels, and sometimes also in Bonus Levels The type of Animal Friend freed from the crate depends on which one is pictured.
|-
|-
!Image !! Name !! Description
|[[File:DKC Arrow Sign.png]]
|[[Arrow Sign]]s
|align=left|These signs indicate the Kongs are approaching the end of a stage.
|-
|-
|style="text-align:center"| [[File:Rambi Crate DKC SNES.png]]
|[[File:DKC Elevator stone 1.png]] [[File:DKC Elevator stone 2.png]] [[File:DKC Elevator ruins.png]] [[File:DKC Elevator basin.png]]<br>[[File:Platform DKC.png]] [[File:DKC Elevator track 1.png]] [[File:DKC Elevator track 2.png]]<br>[[File:Falling Platform DKC.png]] [[File:DKC Elevator arrow side.png]] [[File:DKC Elevator arrow up.png]]
|style="text-align:center"| [[Animal Crate]]s
|[[Lift|Elevator]]s
|These crates contain a certain Animal Friend, which is indicated by a silhouette of their face on the side. In the Game Boy Color remake, the Animal Crates transform the Kongs into the pictured Animal Friend.
|align=left|Lifts vary in function: Some are stationary; some move back and forth over gaps; and some move vertically. In later levels, there are platforms with an arrow on them, and stepping on it takes the Kongs in the direction the arrow is pointed. There are certain moving platforms in Tanked Up Trouble, and these run on fuel canisters.
|-
|-
|style="text-align:center"| [[File:Tire DKC.png]] [[File:Tire half DKC.png]]
|[[File:DKC Exit Sign.png]]
|style="text-align:center"| [[Tire (object)|Tires]]
|[[Exit]]s
|Tires bounce the Kongs to highr areas. There are half tires, which are stuck in the ground, and full tires that can be pushed around.
|align=left|These signs indicate the Kongs have reached the end of a stage.
|-
|-
|style="text-align:center"| [[File:Rope DKC.png]]
|[[File:Mine Cart DKC.png]] [[File:DKC Mine Cart tipped.png]]
|style="text-align:center"| [[Rope]]s
|[[Mine Cart]]s
|Ropes are objects that appear in many levels, and the Kongs can climb up and down them. Many of them swing over wide abysses, so the Kongs can use them to cross the gaps. In [[Slipslide Ride]], there are blue and purple ropes that automatically send the Kongs up and down respectively.
|align=left|Mine Carts appear only in two levels. They automatically begin to move on the track when entered. The Kongs can jump with the Mine Cart to go over obstacles, especially pits and [[Krash]]es
|-
|-
|style="text-align:center"| [[File:Mine Cart DKC.png]]
|[[File:Rope DKC.png]]
|style="text-align:center"| [[Mine Cart]]s
|[[Rope]]s
|Mine Carts only appear in two levels, and when the Kongs enter one, it automatically starts moving along the track. While riding a Mine Cart, the Kongs can jump with the Mine Cart to go over broken parts of the track. Sometimes there are tipped over mine carts that appear as obstacles along the tracks.
|align=left|Ropes can be climbed up and down on to progress. Most of them swing over wide pits so that the Kongs can get across. [[Slipslide Ride]] uniquely has blue and purple ropes that move the Kongs up and down, respectively.
|-
|-
|style="text-align:center"| [[File:Falling Platform DKC.png]]<br>[[File:Platform DKC.png]]
|[[File:Tire DKC.png]] [[File:Tire light DKC sprite.png]] [[File:Tire half DKC.png]] [[File:Tire light DKC sprite 2.png]]
|style="text-align:center"| [[Platform]]s
|[[Tire (object)|Tire]]s
|Many platforms appear throughout the game. Although most of them are stationary, some move back and forth over gaps. In later levels, there are platforms with an arrow on them, and when the Kongs step on the platform, it moves in the direction that the arrow is pointing. There are other moving platforms in later levels such as Tanked Up Trouble, which has a platform that runs on Fuel Barrels.
|align=left|Tires appear in many levels and bounce the Kongs high up. Half tires are stuck in the ground, whilst whole tires can be pushed around.
|}
|}


===Barrels===
===Barrels===
Barrels are the most common object in the game. There are many different types of barrels in the game, each with its own purpose and use.
Many different barrels appear throughout this game, each having a different purpose and use. Below shows these uses on the barrels.


{|class="dktable-brown" width=100%
{|class="wikitable dk" style="width:100%;text-align:center"
|-style="background:#bb8855;"
!colspan=3 style="background:saddlebrown;color:white"|Playable
!Image !! Name !! Description
|-
!Sprite!!Barrel!!Summary
|-
|[[File:Barrel DKC.png]]
|[[Barrel|Regular Barrel]]s
|align=left|Very common barrels with steel rings. They can not only be thrown at enemies, but also roll upon hitting the ground, up until hitting an enemy or hitting a breakable wall.
|-
|[[File:Vine Barrel DKC.png]]
|[[Vine Barrel]]s
|align=left|They are just like regular barrels except they break instantly when hitting with the ground instead of rolling.
|-
|[[File:DK Barrel DKC.png]]
|[[DK Barrel]]s
|align=left|Either one or a few of these barrels appear in every stage. If one of the Kongs is missing, the current Kong can break one of these barrels to return their partner. However, DK Barrels only appear in certain parts of the level. If both Kongs are available, the DK Barrel functions exactly like a Vine Barrel.
|-
|[[File:Steel Keg DKC.png]]
|[[Iron Barrel|Steel keg]]s
|align=left|Durable, silver colored barrels made of steel. Steel kegs can roll into an unlimited number of enemies in its path without breaking and bounce off of walls. It is possible ride on top of a steel keg.
|-
|[[File:TNT Barrel DKC.png]]
|[[TNT Barrel|TNT Drum]]s
|align=left|Barrels that explode upon being thrown. They can destroy enemies, including [[Krusha]]s, and break through sensitive walls.
|-
|-
|style="text-align:center"| [[File:Barrel DKC.png]]
!colspan=5 style="background:saddlebrown;color:white"align=center|'''Enterable barrels'''
|style="text-align:center"| [[Barrel|Regular Barrels]]
|Regular Barrels are the most common type of barrel, and the Kongs can pick it up and throw it. If the barrel hits the ground, it starts rolling, useful for defeating an enemy or opening a secret passage.
|-
|-
|style="text-align:center"| [[File:Vine Barrel DKC.png]]
|[[File:Barrel Cannon DKC sprite.png]]
|style="text-align:center"| [[Barrel|Vine Barrels]]
|[[Barrel Cannon]]s
|Vine Barrels act like regular barrels except they break instantly when hitting with the ground instead of rolling.
|align=left|They can shoot the Kongs over gaps or to other Barrel Cannons. Some may also move in a specific direction as first seen in [[Barrel Cannon Canyon]].
|-
|-
|style="text-align:center"| [[File:BarrelCannonPlainDKC.png]] [[File:BarrelCannonAutoDKC.png]]
|[[File:Blast Barrel DKC sprite.png]]
|style="text-align:center"| [[Barrel Cannon]]s
|[[Blast Barrel]]s
|These barrels are common and appear in nearly every level. They can shoot the Kongs over gaps or to other Barrel Cannons. Some Barrel Cannons [[Blast Barrel|automatically fire]] the Kongs when entered. Some may also move in a specific direction as first seen in [[Barrel Cannon Canyon]].
|align=left|Barrel Cannons that automatically fires the Kongs when entered, and some Blast Barrels send them to a [[bonus room]] or near the end of the level.
|-
|-
|style="text-align:center"| [[File:Star Barrel DKC.png]]
|[[File:Jumbo Barrel DKC.png]]
|style="text-align:center"| [[Star Barrel]]s
|[[Jumbo Barrel]]
|A Star Barrel is a checkpoint in the middle of every level except boss levels. If both Kongs are defeated anytime after breaking the Star Barrel and restart the level, they continue from where it was activated.
|align=left|It can be rented on the world map from [[Funky's Flights]] and fly the Kongs around to any place they have visited.
|-
|-
|style="text-align:center"| [[File:DK Barrel DKC.png]]
|[[File:Star Barrel DKC.png]]
|style="text-align:center"| [[DK Barrel]]s
|[[Star Barrel|Save barrel]]
|DK Barrels are the most common barrels in the game, as a few of them appear in certain areas of every level. If either Donkey Kong or Diddy are missing from the group, the active Kong can break a DK Barrel to release the other Kong. DK Barrels can also be picked up and used like Vine Barrels.
|align=left|Found only at [[Candy's Save Point]], jumping into the save barrel saves the game progress.
|-
|-
|style="text-align:center"| [[File:TNT Barrel DKC.png]]
!colspan=5 style="background:saddlebrown;color:white"align=center|'''Triggerable barrels'''
|style="text-align:center"| [[TNT Barrel]]s
|TNT Barrels are a type of barrel that explode after being thrown into an enemy or surface. They are often used to destroy powerful enemies or break a fragile wall leading into a Bonus Level.
|-
|-
|style="text-align:center"| [[File:Steel Keg DKC.png]]
|[[File:Star Barrel DKC.png]]
|style="text-align:center"| [[Steel Keg]]s
|[[Star Barrel|Continue Barrel]]s
|Steel Kegs are silver barrels that act like normal barrels but are more durable. Steel Kegs can roll into an unlimited number of enemies and bounce off walls. The Kongs can jump on a rolling Steel Keg to ride it.
|align=left|One appears around the middle point of every stage, excluding boss stages. They are a [[checkpoint]], so if the player loses a life, they can restart from where the Star Barrel is located.
|-
|-
|style="text-align:center"| [[File:Stop Barrel.png]][[File:Go Barrel.png]]
|[[File:Barrel DKC.png]]
|style="text-align:center"| [[Stop and Go Barrel]]s
|{{conjectural|[[Roulette Barrel]]s}}
|These barrels appear only in [[Stop & Go Station]], where they are used to control the [[Rock Kroc]]s' movements. By default the barrels are on the "Go", and the level has a green lighting. The Rock Krocs are active while the barrels have the "Go" setting. If the Kongs jump at a Stop and Go Barrel, every barrel changes to the "Stop" setting for a few seconds, causing the Rock Krocs to stop moving temporarily and the lighting to turn red.
|align=left|Roulette Barrels float in groups in the air of certain [[bonus room]]s. In some challenges, they switch between displaying different items that stop when touched, and as such need matched (or in some cases spell the word "KONG"), or they may switch a Donkey Kong Balloon around in a shell game-type manner where the final location must be guessed.
|-
|-
|style="text-align:center"| [[File:Off Barrel.png]][[File:On Barrel.png]]
|[[File:Stop Barrel.png]] [[File:Go Barrel.png]]
|style="text-align:center"| [[On and Off Barrel]]s
|[[Stop & Go Barrel]]s
|On and Off Barrels only appear in [[Loopy Lights]] and act almost like Stop and Go Barrels, except they affect the lights in the level. While the barrels are set to "Off", the lights in the level are off. The Kongs must jump at an On and Off Barrel to change the setting to "On", allowing them to see ahead.
|align=left|These barrels appear only in [[Stop & Go Station]], where they are used to control the lights. Go Barrels make the lights illuminating the level green, while Stop Barrels make them red. Hitting the Stop Barrels also makes the [[Rockkroc]]s in the level stop moving when on STOP and begin to move again when the Stop & Go Barrel changes to GO.
|-
|-
|style="text-align:center"| [[File:Fuel Barrel 3 dots DKC.png]]
|[[File:Off Barrel.png]] [[File:On Barrel.png]]
|style="text-align:center"| [[Fuel Barrel]]s
|[[On & Off Barrel|ON/OFF Barrel]]s
|Fuel Barrels only appear in the level, [[Tanked Up Trouble]], as a fuel supply for the platforms that the Kongs ride. Donkey Kong and Diddy are required to jump at every Fuel Barrel along the way because the platform quickly runs out of fuel. If the platform runs out of fuel, if falls off the tracks, and the Kongs lose a life.
|align=left|These barrels appear only in [[Loopy Lights]] and act almost like [[Stop and Go Barrels]], except the barrels affect the lighting of the stage.  
|-
|-
|style="text-align:center"| [[File:Jumbo Barrel DKC.png]]
|[[File:DKC Fuel Barrel 1.png]] [[File:Fuel Barrel 3 dots DKC.png]] [[File:DKC Fuel Barrel 5.png]]
|style="text-align:center"| [[Jumbo Barrel]]
|[[Fuel Drum|Fuel canister]]s
|The Jumbo Barrel can be entered in [[Funky's Flights]], where it flies the Kongs to any place in Donkey Kong Island that they have visited.
|align=left|These barrels appear only in [[Tanked Up Trouble]], where they provide fuel for the platforms, otherwise they will fall off of the stage.
|}
|}


==Supporting locations==
==Supporting locations==
During their adventure, Donkey Kong and Diddy Kong are assisted by three other members of the Kong Family who operate their own location in every world.
Three other members of the Kong clan assist Donkey and Diddy while they are adventuring.


{|class="dktable-brown"
{|class="wikitable dk" style="text-align:center"
!Name
!Screenshot!!Location!!Owner!!Summary
!Description
|-
|-
|[[File:CrankyCabin.png]]<br>'''[[Cranky's Cabin]]'''
|[[File:CrankyCabin.png|150px]]
|This area is ran by [[Cranky Kong]], who gives random level hints while rambling about how the 8-bit era was better than the 16-bit era.
|[[Cranky's Cabin]]
|[[Cranky Kong]]
|Cranky rambles a lot, complaining about how games were better in his heyday, while divulging level hints in the process.
|-
|-
|[[File:FunkyFlights DKC.png]]<br>'''[[Funky's Flights]]'''
|[[File:FunkyFlights DKC.png|150px]]
|In this special area, the Kongs can meet [[Funky Kong]] and use his [[Jumbo Barrel]] to travel to any unlocked world.
|[[Funky's Flights]]
|[[Funky Kong]]
|align=left|The Kongs can rent the [[Jumbo Barrel]] and travel to any other area.
|-
|-
|[[File:CandySavePoint DKC.png]]<br>'''[[Candy's Save Point]]''' (SNES) / <br>'''[[Candy's Challenge]]''' (GBC)
|[[File:CandySavePoint DKC.png|150px]]
|The area is operated by [[Candy Kong]], and the Kongs can visit Candy's Save Point to have their game saved for free. In the Game Boy Color remake, her location was changed to Candy's Challenge, where the Kongs must go through a Bonus Level and collect a golden coin.
|[[Candy's Save Point]]
|[[Candy Kong]]
|align=left|The Kongs can jump into a [[Star Barrel|save barrel]] to save the player's progress.
|}
|}


In the Game Boy Advance remake, all three areas were changed.
==Levels==
{{DKC map}}
''Donkey Kong Country'' features many levels that the Kongs have to complete before they can reach the boss stage within a [[world]], much like the sidescrolling games of the [[Super Mario (series)|''Super Mario'' series]]. Each world features five to six levels and one boss stage. Every non-boss level is home to possibly up to five [[Bonus Level]]s, which can optionally be found to finish the game 100%, or to simply collect extra goodies such as Banana Bunches. Every level also has its own theme, or "environment," such as jungles, caves, or factory. A head of either Donkey Kong or Diddy Kong appear on the location of every world and level, corresponding to the Kong who completed it. A Kritter head appears only on the next level or world that has not been completed yet.
 
Most levels have [[bonus room]]s in them, two or three on average. They allow the Kongs to collect items and prizes. Entering every bonus room is required to achieve 101% [[completion]].
{|class="wikitable dk"align="center"width=99%
!colspan=5 style="background:saddlebrown;color:white"align=center|<big>Levels</big>
|-
 
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|white|Kongo Jungle}}
|-style=background:#D3D3D3 align=center
!width=5%|#
!width=35%|Level
!width=10%|Bonus rooms
!width=30%|Type of level
!width=20%|Music theme
|-
|align="center"|1||align="center"|[[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]]||align="center"|2||align="center"|Jungle||align="center"|[[DK Island Swing]]
|-
|align="center"|2||align="center"|[[Ropey Rampage]]||align="center"|2||align="center"|Jungle||align="center"|DK Island Swing
|-
|align="center"|3||align="center"|[[Reptile Rumble]]||align="center"|3||align="center"|Cave||align="center"|Cave Dweller Concert
|-
|align="center"|4||align="center"|[[Coral Capers]]||align="center"|0||align="center"|Underwater||align="center"|Aquatic Ambiance
|-
|align="center"|5||align="center"|[[Barrel Cannon Canyon]]||align="center"|2||align="center"|Jungle||align="center"|DK Island Swing
|-
|align="center"|6||align="center"|BOSS LEVEL: [[Very Gnawty's Lair]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
|-


{|class="dktable-brown"
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|white|Monkey Mines}}
!Name
|-style=background:#D3D3D3 align=center
!Description
!width=5%|#
!width=35%|Level
!width=10%|Bonus rooms
!width=30%|Type of level
!width=20%|Music theme
|-
|align="center"|7||align="center"|[[Winky's Walkway]]||align="center"|1||align="center"|Walkway||align="center"|Life in the Mines
|-
|align="center"|8||align="center"|[[Mine Cart Carnage]]||align="center"|0||align="center"|Minecart/Mineshaft||align="center"|Mine Cart Madness
|-
|align="center"|9||align="center"|[[Bouncy Bonanza]]||align="center"|2||align="center"|Cave||align="center"|Cave Dweller Concert
|-
|align="center"|10||align="center"|[[Stop & Go Station]]||align="center"|2||align="center"|Mineshaft||align="center"|Misty Menace
|-
|-
|[[File:Cranky's Hut DKC GBA.png]]<br>'''[[Cranky's Hut]]'''
|align="center"|11||align="center"|[[Millstone Mayhem]]||align="center"|3||align="center"|Ruins||align="center"|Voices of the Temple
|Cranky's Hut has the same purpose as its predecessor, Cranky's Cabin, except that it takes place inside.
|-
|-
|[[File:Funky's Flights GBA.png]]<br>'''[[Funky's Flights|Funky's Fishing]]'''
|align="center"|12||align="center"|BOSS LEVEL: [[Necky's Nuts]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
|While Funky's location is still a flight service, its main purpose is to host a series of [[Funky's Fishing|fishing challenges]].
|-
|-
|[[File:Candy's Dance Studio outside.png]]<br>'''[[Candy's Dance Studio]]'''
|Candy hosts a dancing mini-game challenge in each world.
|}


==Levels==
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|white|Vine Valley (world)|Vine Valley}}
{{DKCmap}}
|-style=background:#D3D3D3 align=center
Like ''[[Super Mario World]]'', ''Donkey Kong Country''{{'}}s levels and worlds are accessed from a world map. The main overworld is [[Donkey Kong Island]], where the Kongs can travel between the worlds they have visited. Every world has a progression system where the Kongs must complete a level to unlock the next and so forth until reaching the boss level at the end. Every world has five to six levels. After the Kongs complete the boss level, they unlock the next world. The Kongs can return to the main Donkey Kong Island map by either defeating the world boss or by renting Funky's Jumbo Barrel.
!width=5%|#
!width=35%|Level
!width=10%|Bonus rooms
!width=30%|Type of level
!width=20%|Music theme
|-
|align="center"|13||align="center"|[[Vulture Culture]]||align="center"|3||align="center"|Forest||align="center"|Forest Frenzy
|-
|align="center"|14||align="center"|[[Tree Top Town]]||align="center"|2||align="center"|Treetops||align="center"|Treetop Rock
|-
|align="center"|15||align="center"|[[Forest Frenzy]]||align="center"|2||align="center"|Forest||align="center"|Forest Frenzy
|-
|align="center"|16||align="center"|[[Temple Tempest]]||align="center"|2||align="center"|Ruins||align="center"|Voices of the Temple
|-
|align="center"|17||align="center"|[[Orang-utan Gang]]||align="center"|5||align="center"|Jungle||align="center"|DK Island Swing
|-
|align="center"|18||align="center"|[[Clam City]]||align="center"|0||align="center"|Underwater||align="center"|Aquatic Ambiance
|-
|align="center"|19||align="center"|BOSS LEVEL: [[Bumble B. Rumble]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
|-


A head of either Donkey Kong or Diddy Kong appear on the location of every world and level that either Kong has completed. A Kritter head appears only on the next level or world that the Kongs have not yet completed. In the Super Nintendo version, there is a glitch in single player mode where if Diddy completes a level and then Donkey Kong completes it afterward, his head does not appear on that level.
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|white|Gorilla Glacier}}
|-style=background:#D3D3D3 align=center
!width=5%|#
!width=35%|Level
!width=10%|Bonus rooms
!width=30%|Type of level
!width=20%|Music theme
|-
|align="center"|20||align="center"|[[Snow Barrel Blast]]||align="center"|3||align="center"|Snow||align="center"|Northern Hemispheres
|-
|align="center"|21||align="center"|[[Slipslide Ride]]||align="center"|3||align="center"|Ice cave||align="center"|Ice Cave Chant
|-
|align="center"|22||align="center"|[[Ice Age Alley]]||align="center"|2||align="center"|Snow||align="center"|Northern Hemispheres
|-
|align="center"|23||align="center"|[[Croctopus Chase]]||align="center"|0||align="center"|Underwater||align="center"|Aquatic Ambiance
|-
|align="center"|24||align="center"|[[Torchlight Trouble]]||align="center"|2||align="center"|Cave||align="center"|Cave Dweller Concert
|-
|align="center"|25||align="center"|[[Rope Bridge Rumble]]||align="center"|2||align="center"|Treetops||align="center"|Treetop Rock
|-
|align="center"|26||align="center"|BOSS LEVEL: [[Really Gnawty Rampage]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
|-


Most levels have [[Bonus Level]]s in them, two or three on average. They allow the Kongs to collect items and prizes. While it is optional for the Kongs to enter the Bonus Levels, entering every Bonus Level is required for 101% [[completion]]. Unlike the ''Super Mario'' series, the Kongs are not required to traverse a whole level to reach the end boss.
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|white|Kremkroc Industries, Inc.}}
|-style=background:#D3D3D3 align=center
!width=5%|#
!width=35%|Level
!width=10%|Bonus rooms
!width=30%|Type of level
!width=20%|Music theme
|-
|align="center"|27||align="center"|[[Oil Drum Alley]]||align="center"|4||align="center"|Factory||align="center"|Fear Factory
|-
|align="center"|28||align="center"|[[Trick Track Trek]]||align="center"|3||align="center"|Walkway||align="center"|Life in the Mines
|-
|align="center"|29||align="center"|[[Elevator Antics]]||align="center"|3||align="center"|Cave||align="center"|Cave Dweller Concert
|-
|align="center"|30||align="center"|[[Poison Pond]]||align="center"|0||align="center"|Underwater||align="center"|Aquatic Ambiance
|-
|align="center"|31||align="center"|[[Mine Cart Madness]]||align="center"|3||align="center"|Minecart/Walkway||align="center"|Mine Cart Madness
|-
|align="center"|32||align="center"|[[Blackout Basement]]||align="center"|2||align="center"|Factory||align="center"|Fear Factory
|-
|align="center"|33||align="center"|BOSS LEVEL: [[Boss Dumb Drum]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
|-


Note that the following table lists the levels in the original order from the Super Nintendo and Game Boy Color versions.
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|white|Chimp Caverns}}
|-style=background:#D3D3D3 align=center
!width=5%|#
!width=35%|Level
!width=10%|Bonus rooms
!width=30%|Type of level
!width=20%|Music theme
|-
|align="center"|34||align="center"|[[Tanked Up Trouble]]||align="center"|1||align="center"|Walkway||align="center"|Life in the Mines
|-
|align="center"|35||align="center"|[[Manic Mincers]]||align="center"|2||align="center"|Cave||align="center"|Cave Dweller Concert
|-
|align="center"|36||align="center"|[[Misty Mine]]||align="center"|2||align="center"|Mineshaft||align="center"|Misty Menace
|-
|align="center"|37||align="center"|[[Loopy Lights]]||align="center"|2||align="center"|Mineshaft||align="center"|Misty Menace
|-
|align="center"|38||align="center"|[[Platform Perils]]||align="center"|2||align="center"|Walkway||align="center"|Life in the Mines
|-
|align="center"|39||align="center"|BOSS LEVEL: [[Necky's Revenge]]||align="center"|0||align="center"|Boss arena||align="center"|Bad Boss Boogie
|-


{|class="dktable" style="width:99%; text-align:center"
!colspan=5 style="background:saddlebrown;color:white"align=center|{{color-link|white|Gangplank Galleon|Gang-Plank Galleon}}
|colspan=7 style="background:saddlebrown"| <span style="color:white; font-size: medium">Levels and Bonus Areas</span>
|-style=background:#D3D3D3 align=center
!width=5%|#
!width=35%|Level
!width=10%|Bonus rooms
!width=30%|Type of level
!width=20%|Music theme
|-
|-
{{DK levels table section |game=dkc |world=[[Kongo Jungle]]}}
|align="center"|40||align="center"|BOSS LEVEL: [[Gang-Plank Galleon]]||align="center"|0||align="center"|Ship||align="center"|Gang-Plank Galleon
|-style=background:wheat
|colspan=3| 1 || [[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]] || 2 || Jungle || [[DK Island Swing]]
|-style=background:#FFF8DC
|colspan=3| 2 || [[Ropey Rampage]] || 2 || Jungle || DK Island Swing
|-style=background:wheat
|colspan=3| 3 || [[Reptile Rumble]] || 3 || Cave || Cave Dweller Concert
|-style=background:#FFF8DC
|colspan=3| 4 || [[Coral Capers]] || 0 || Underwater || Aquatic Ambiance
|-style=background:wheat
|colspan=3| 5 || [[Barrel Cannon Canyon]] || 2 || Jungle || DK Island Swing
|-style=background:#FFF8DC
|colspan=3| 6 || BOSS LEVEL: [[Very Gnawty's Lair]] || 0 || Boss arena || Bad Boss Boogie
{{DK levels table section |game=dkc |world=[[Monkey Mines]]}}
|-style=background:wheat
|colspan=3| 7 || [[Winky's Walkway]] || 1 || Walkway || Life in the Mines
|-style=background:#FFF8DC
|colspan=3| 8 || [[Mine Cart Carnage]] || 0 || Minecart/Mineshaft || Mine Cart Madness
|-style=background:wheat
|colspan=3| 9 || [[Bouncy Bonanza]] || 2 || Cave || Cave Dweller Concert
|-style=background:#FFF8DC
|colspan=3| 10 || [[Stop & Go Station]] || 2 || Mineshaft || Misty Menace
|-style=background:wheat
|colspan=3| 11 || [[Millstone Mayhem]] || 3 || Ruins || Voices of the Temple
|-style=background:#FFF8DC
|colspan=3| 12 || BOSS LEVEL: [[Necky's Nuts]] || 0 || Boss arena || Bad Boss Boogie
{{DK levels table section |game=dkc |world=[[Vine Valley (world)|Vine Valley]]}}
|-style=background:wheat
|colspan=3| 13 || [[Vulture Culture]] || 3 || Forest || Forest Frenzy
|-style=background:#FFF8DC
|colspan=3| 14 || [[Tree Top Town]] || 2 || Treetops || Treetop Rock
|-style=background:wheat
|colspan=3| 15 || [[Forest Frenzy]] || 2 || Forest || Forest Frenzy
|-style=background:#FFF8DC
|colspan=2| 16 || 18 || [[Temple Tempest]] || 2 || Ruins || Voices of the Temple
|-style=background:wheat
|colspan=2| 17 || 16 || [[Orang-utan Gang]] || 5 || Jungle || DK Island Swing
|-style=background:#FFF8DC
|colspan=2| 18 || 17 || [[Clam City]] || 0 || Underwater || Aquatic Ambiance
|-style=background:wheat
|colspan=3| 19 || BOSS LEVEL: [[Bumble B. Rumble]] || 0 || Boss arena || Bad Boss Boogie
{{DK levels table section |game=dkc |world=[[Gorilla Glacier]]}}
|-style=background:wheat
|colspan=3| 20 || [[Snow Barrel Blast]] || 3 || Snow || Northern Hemispheres
|-style=background:#FFF8DC
|colspan=3| 21 || [[Slipslide Ride]] || 3 || Ice cave || Ice Cave Chant
|-style=background:wheat
|colspan=2| 22 || 23 || [[Ice Age Alley]] || 2 || Snow || Northern Hemispheres
|-style=background:#FFF8DC
|colspan=2| 23 || 22 || [[Croctopus Chase]] || 0 || Underwater || Aquatic Ambiance
|-style=background:wheat
|colspan=2| 24 || 25 || [[Torchlight Trouble]] || 2 || Cave || Cave Dweller Concert
|-style=background:#FFF8DC
|colspan=2| 25 || 24 || [[Rope Bridge Rumble]] || 2 || Treetops || Treetop Rock
|-style=background:wheat
|colspan=3| 26 || BOSS LEVEL: [[Really Gnawty Rampage]] || 0 || Boss arena || Bad Boss Boogie
{{DK levels table section |game=dkc |world=[[Kremkroc Industries, Inc.]]}}
|-style=background:wheat
|colspan=3| 27 || [[Oil Drum Alley]] || 4 || Factory || Fear Factory
|-style=background:#FFF8DC
|colspan=3| 28 || [[Trick Track Trek]] || 3 || Walkway || Life in the Mines
|-style=background:wheat
|colspan=2| 29 || 30 || [[Elevator Antics]] || 3 || Cave || Cave Dweller Concert
|-style=background:#FFF8DC
|colspan=2| 30 || 29 || [[Poison Pond]] || 0 || Underwater || Aquatic Ambiance
|-style=background:wheat
|colspan=2| 31 || 32 || [[Mine Cart Madness]] || 3 || Minecart/Walkway || Mine Cart Madness
|-style=background:#FFF8DC
|colspan=2| 32 || 31 || [[Blackout Basement]] || 2 || Factory || Fear Factory
|-style=background:wheat
|colspan=3| 33 || BOSS LEVEL: [[Boss Dumb Drum]] || 0 || Boss arena || Bad Boss Boogie
{{DK levels table section |game=dkc |world=[[Chimp Caverns]]}}
|-style=background:wheat
|colspan=3| 34 || [[Tanked Up Trouble]] || 1 || Walkway || Life in the Mines
|-style=background:#FFF8DC
|colspan=3| 35 || [[Manic Mincers]] || 2 || Cave || Cave Dweller Concert
|-style=background:wheat
|colspan=3| 36 || [[Misty Mine]] || 2 || Mineshaft || Misty Menace
|-style=background:#FFF8DC
| N/A || 37 || N/A || [[Necky Nutmare]] || 1 || Cave || Cave Dweller Concert
|-style=background:wheat
| 37 || 38 || 37 || [[Loopy Lights]] || 2 || Mineshaft || Misty Menace
|-style=background:#FFF8DC
| 38 || 39 || 38 || [[Platform Perils]] || 2 || Walkway || Life in the Mines
|-style=background:wheat
| 39 || 40 || 39 || BOSS LEVEL: [[Necky's Revenge]] || 0 || Boss arena || Bad Boss Boogie
{{DK levels table section |game=dkc |world=[[Gangplank Galleon]]}}
|-style=background:wheat
| 40 || 41 || 40 || BOSS LEVEL: [[Gang-Plank Galleon]] || 0 || Ship || Gang-Plank Galleon
|}
|}
In addition to saving at a world's [[Candy's Save Point|Save Point]], the Kongs can also use [[Funky's Flights]] to save at a previous world (except in the first world). In each world, they can save after every level once they encounter either of these amenities.
*In [[Kongo Jungle]], Funky's Flights can be accessed after [[Coral Capers]], and Candy's Save Point can be accessed after [[Barrel Cannon Canyon]]. The Kongs can save after five levels.
*In [[Monkey Mines]], Candy's Save Point and Funky's Flights can both be accessed after [[Stop & Go Station]]. The Kongs can save after four levels.
*In [[Vine Valley]], Funky's Flights can be accessed after [[Tree Top Town]], and Candy's Save Point can be accessed after [[Orang-utan Gang]]. The Kongs can save after two levels.
*In [[Gorilla Glacier]], Candy's Save Point and Funky's Flights can both be accessed after [[Torchlight Trouble]]. The Kongs can save after five levels.
*In [[Kremkroc Industries, Inc.]], Candy's Save Point can be accessed after [[Elevator Antics]], and Funky's Flights can be accessed after [[Mine Cart Madness]]. The Kongs can save after three levels.
*In [[Chimp Caverns]], Funky's Flights can be accessed after [[Misty Mine]], and Candy's Save Point can be accessed after [[Platform Perils]]. The Kongs can save after three levels.


==Differences in other versions==
==Differences in other versions==
===Super Nintendo Entertainment System===
{{main-wiki|TCRF|Donkey Kong Country (SNES)/Version Differences}}
{{rewrite|section=yes}}
{{see also|tcrf:Donkey Kong Country (SNES)#Version Differences}}
Three different versions are known to exist for the North American release.
Three different versions are known to exist for the North American release.
;V1.1
;V1.1
In [[Trick Track Trek]], the moving platform doesn't fall instantly once it reaches the end of the line. Otherwise, it is v1.0.
In [[Trick Track Trek]], the moving platform does not fall instantly once it reaches the end of the line. Otherwise, it is v1.0.
;V1.2 ([[Player's Choice]]{{ref needed}})
;V1.2 ([[Player's Choice]])
In [[Coral Capers]], there is a gap between the [[Star Barrel]] and lower platform.<ref>{{media link|DKC V1 2.png|v1.2}}</ref> Otherwise, the game is at most v1.1.<ref>{{media link|DKC V1 1.png|v1.1}}</ref>
In [[Coral Capers]], there is a gap between the [[Star Barrel|Continue Barrel]] and lower platform.<ref>{{file link|DKC V1 2.png|v1.2}}</ref> Otherwise, the game is at most v1.1.<ref>{{file link|DKC V1 1.png|v1.1}}</ref>
 
;Japanese
;Japanese
*Rather than only [[Donkey Kong]] and [[Diddy Kong]] appearing on the title screen, the Japanese version of the screen includes both [[Kong]]s, as well as all five animal buddies, and a pair of [[Zinger]]s.
*Rather than only [[Donkey Kong]] and [[Diddy Kong]] appearing on the title screen, the Japanese version of the screen includes both [[Kong]]s, as well as all five animal buddies, and a pair of [[Zinger]]s.
*On the World Map, the DK head next to [[Donkey Kong's Treehouse]] is not present.
*On the World Map, the DK head next to [[DK's Tree House|Donkey Kong's Treehouse]] is not present.
*[[Manky Kong]] takes two hits from Diddy to be defeated, unlike in the American/European versions where either Kong can kill him in a single blow.
*[[Manky Kong]] takes two hits from Diddy to be defeated, unlike in the American/European versions where either Kong can kill him in a single blow.
*The [[Rock Kroc]]s in [[Stop & Go Station]] can be defeated in the Japanese version via DK's [[Ground Pound]], whereas they can't be defeated at all in other versions.
*The [[Rock Kroc]]s in [[Stop & Go Station]] can be defeated in the Japanese version via DK's [[Hand Slap]], whereas they cannot be defeated at all in the other versions.
*In the Japanese version, Ground Pounding three enemies consecutively would earn DK several [[Banana]]s.
*In the Japanese version, Hand Slapping three enemies consecutively would earn DK several [[banana]]s.
*Extra [[DK Barrel]]s were added to various levels:
*Extra [[DK Barrel]]s were added to various levels:
**In [[Barrel Cannon Canyon]], an extra barrel was added near the [[K-O-N-G Letters|letter N]].
**In [[Barrel Cannon Canyon]], an extra barrel was added near the [[KONG Letters|letter N]].
**In [[Snow Barrel Blast]], two barrels were added to the [[Barrel Cannon]] section, and one of the existing ones was moved.
**In [[Snow Barrel Blast]], two barrels were added to the [[Barrel Cannon]] section, and one of the existing ones was moved.
**In [[Elevator Antics]], an extra barrel is present at the top of the vine leading to the first [[Bonus Room]].
**In [[Elevator Antics]], an extra barrel is present at the top of the vine leading to the first [[bonus room]].
**In [[Mine Cart Madness]], an extra barrel was added near the level's [[Star Barrel|checkpoint]].
**In [[Mine Cart Madness]], an extra barrel was added near the level's [[Star Barrel|Continue Barrel]].
**In [[Loopy Lights]], an extra barrel is present near the first [[Necky]].
**In [[Loopy Lights]], an extra barrel is present near the first [[Necky]].
*Certain levels wered to become easier:
*Certain levels were made easier:
**In [[Mine Cart Carnage]], some of the crashed [[Minecart]]s were removed.
**In [[Mine Cart Carnage]], some of the crashed [[Mine Cart]]s were removed.
**An extra [[TNT Barrel]] was added to [[Millstone Mayhem]].
**An extra [[TNT Barrel|TNT Drum]] was added to [[Millstone Mayhem]].
**The [[Mini Necky]] was removed from the end of [[Vulture Culture]].
**The [[Mini-Necky]] was removed from the end of [[Vulture Culture]].
**A specific room in [[Clam City]] contains only three piranhas instead of four.
**A specific room in [[Clam City]] contains only three piranhas instead of four.
**The first [[Klaptrap]] has been removed from [[Snow Barrel Blast]], as well as one of the Neckies, and the green Zinger before the Barrel Cannon.
**The first [[Klaptrap]] has been removed from [[Snow Barrel Blast]], as well as one of the Neckys, and the green Zinger before the Barrel Cannon.
**One of the [[Army|Armies]] was removed from the stage, alongside the Zinger placed directly above it. Additionally, the fourth blue [[Kritter]] and another pair of Zingers were removed.
**One of the [[Army|Armies]] was removed from the stage, alongside the Zinger placed directly above it. Additionally, the fourth blue [[Kritter]] and another pair of Zingers were removed.
**The [[Oil Drum]]s in [[Oil Drum Alley]] have a longer gap between the times when they release flames, thus making them attack less frequently.
**The [[oil drum]]s in [[Oil Drum Alley]] have a longer gap between the times when they release flames, thus making them attack less frequently.
**The moving platforms in [[Trick Track Trek]] do not automatically drop at the end of their cables, giving the player more time to jump off.
**The moving platforms in [[Trick Track Trek]] do not automatically drop at the end of their cables, giving the player more time to jump off.
===Game Boy Color===
[[File:Necky Nutmare.png|200px|thumb|Diddy Kong in Necky Nutmare, a level exclusive to the Game Boy Color remake]]
''Donkey Kong Country'' was remade for the [[Game Boy Color]] in 2000. It was released in Japan under the title, ''Donkey Kong 2001'' (ドンキーコング2001), and as the name implies, it was released there in 2001. There are several differences, some of which are because of the Game Boy Color's limited hardware capabilities. Differences include:
*The GBC version prompts the player to select a language before going to the title screen, in the SNES version the language select menu is found in the file select. Also unlike the SNES version, all of the text will be in the selected language instead of having menus still in English.
*There are three different title screens.
*There is no two-player option for adventure mode.
*The mode selection menu is reminiscent of ''[[Donkey Kong 64]]''{{'}}s.
*Much like ''[[Donkey Kong Land (series)|Donkey Kong Land]]'' games, only one Kong appears at time. A DK Barrel icon is shown if both Kongs are in a group.
*In the German version, many levels' names were changed to ones that more closely resemble their English names.
*[[Sticker Pad]]s are newly collectible photographs hidden in a level of each world. They are viewable from the [[Sticker Book]], and can even be printed from the Game Boy Printer.
*Due to the graphical limitations, the stormy weather effects in the levels Ropey Rampage and Snow Barrel Blast are not present in this version. Also, perhaps ironically, the misty effect in Misty Mine is not present here.
*The light in Torchlight Trouble does not have a beam of light, but rather lights up the whole screen.
*The level Winky's Walkway has been extended with some more enemies and a different layout.
*In Millstone Mayhem, the Gnawties sit on top of the millstones rather than in the middle.
*A new level called Necky Nutmare has been added in Chimp Caverns.
*The Kongs do not ride the Animal Friends; rather, they transform into them when jumping on the Animal Crate (much like [[Anim. If an Animal Friend comes in contact with an enemy, it reverst to Donkey Kong or Diddy Kong, who cannot transform back into the Animal Friend unless they find another Animal Crate.
*The Kongs do not travel between levels on the world map along dots in a straight line, but rather following paths, similar to ''Donkey Kong Country 2: Diddy's Kong Quest''.
*Two mini-games have been added: Funky hosts a fishing game known as [[Funky's Fishing]] (which would be later reprised in the GBA remake) and Cranky hosts a shooting game called [[Crosshair Cranky]].
*Two additional difficulties have been added: the first one removes DK Barrels and the other removes [[Star Barrel]]s. After beating the game in the normal difficulty, the player has to replay the game with each new difficulty in the same file to achieve 101% completion.
*Most of the music and sound effects were taken from ''Donkey Kong Land'' or downgraded for Game Boy Color. Its Forest Frenzy track was even entirely newly composed.
*The Warp Barrel in [[Mine Cart Carnage]] was removed.
*The game saves automatically after completing a level. As a result, Candy's Save Point was replaced by [[Candy's Challenge]] where Donkey Kong or Diddy must complete a challenge in each world.
*The staff credits shows various screenshots instead of taking place in [[DK's Tree House]]. The cast of characters no longer appears in the game.
===Game Boy Advance===
[[File:Candy's Dance Studio.png|200px|thumb|Gameplay of the Candy's Dance Studio minigame]]
Another remake of the game was made for the Game Boy Advance in 2003. It more closely resembles the original version, since the Game Boy Advance has 32-bit technical capabilities. Even so, the game features several differences from the original:
*An intro cutscene is played when the player starts a new file, which is an abridged version of the story from the manual.
**Similarly, a post-credits scene is shown where King K. Rool forces the celebrating Kongs off his ship with the threat of using the Gangplank Galleon's onboard cannons to blow up Kong Island, with Cranky Kong while swimming back to shore criticizing this as a cheap attempt at [[Donkey Kong Country 2: Diddy's Kong Quest|setting up for a sequel]].
**Regarding the cutscene, a difference between the cutscene and the manual was who ended up being responsible for subduing Diddy. In the cutscene, it was Krusha. In the manual, it was Klump.
*A "Time Attack" mode has been added, called [[DK Attack]], where Donkey and Diddy Kong must collect objects and complete the level in a certain amount of time.
*Rock Krocs can now be defeated by Donkey Kong's hand slap move when they are curled up in a ball when the [[Stop and Go Barrels]] turn to the sign "STOP".
*Some enemies come in more varieties of colors (normal Gnawties are blue, normal Kritters are purple, etc.) The original colors of some of said enemies are briefly featured in the credits.
*The Warp Barrel in [[Millstone Mayhem]] has a different location, while the Warp Barrels in [[Vulture Culture]], [[Tree Top Town]] and [[Slipslide Ride]] were removed. In contrast, more Warp Barrels where added in the early levels so all levels in Kongo Jungle and Monkey Mines have one. This is a carryover from the sequels, which only have Warp Barrels in all levels from their first two worlds.
**When the heroes enter a Warp Barrel, they are sent into a short area that contains a group of bananas that spell out the word "WARP." In the original version of the game, as well as in the Game Boy Color version, they are simply sent to the end of the level, and not into this short area.
*From Vine Valley to Chimp Caverns, the bosses are fought a little differently: Queen B. now has several Zingers surrounding her when she gets hit and turns red, Really Gnawty makes stalactites fall from the ceiling when he jumps really high and far after being hit, Dumb Drum must have TNT Barrels thrown at it after the enemies are defeated, and the battle against Master Necky Snr. is against both him and Master Necky simultaneously.
*Very Gnawty and Really Gnawty swapped colors, but in accordance to the normal Gnawties' color change, Really Gnawty is now blue instead of grayish-green.
*Some unused elements from the original that were still kept in its data were used in this remake. Examples include Necky's falling feathers when defeated, Cranky Kong's walking sprites and most of his unused dialogues.
*After each boss, Cranky Kong comes out and compliments the Kongs on beating the boss while criticizing the bosses.
*The game can be saved at any time or place, including halfway points in levels. With this, Candy's save areas are replaced with [[Candy's Dance Studio|a dance studio]], with different theme music. Here, a dancing minigame can be played.
*After meeting Funky (who also has different music) once, he can be summoned anytime on the world map.
*From [[Monkey Mines]] onward, the maps have been redesigned. The world maps are also zoomed in more.
**On the world map, the Kongs follow curved pathways between each level rather than in straight lines. The banana peels marking them are also clearer.
*Starting from Vine Valley onwards, a few of the levels have been placed in a different order; for instance, Temple Tempest has become the sixth level in Vine Valley, rather than the fourth.
*Some of the level backgrounds are edited:
**At the end of [[Jungle Hijinxs (Donkey Kong Country)|Jungle Hijinxs]], the time of day doesn't change to night, unlike in the original.
**Likewise, at the end of [[Ropey Rampage]], the tropical storm doesn't end.
**The walls behind [[Stop & Go Station|the]] [[Misty Mine|mine]] [[Loopy Lights|levels']] ground areas are hollowed out slightly, as the background can be seen through them.
***Loopy Lights's background is changed to that of [[Mine Cart Carnage]] and Misty Mine.
**[[Slipslide Ride]]'s farthest background is now gem-filled, rather than plain purple.
*Various foreground objects were added to some level environments that lacked them (ex: temple levels with trees in front, beams in mine levels).
*The cast of characters take place on [[Gangplank Galleon]] instead of [[DK's Tree House]].
*The game exclusively features the "Hero Mode", unlocked for getting at least a 90% [[completion]] on a save file. In this mode, the player controls a yellow Diddy, who must complete every level without the help of Star Barrels or DK.
*When the player saves the game, it also saves the number of lives and bananas the Kongs have, unlike in the original, which resets the count to five extra lives and zero bananas every time that the game is reset.
*The Barrel Cannons that send the Kongs to [[Bonus Area]]s are replaced by the [[Bonus Barrel]]s used in ''Donkey Kong Country 2'' and ''Donkey Kong Country 3''.
**Bonus Areas now have title cards ("Find the Exit", "Stop the Barrel", etc); this is another carryover from the sequels.
*The game has more sound effects and character voices, particularly from ''Donkey Kong 64''.
*K-O-N-G Letters spin around as in later ''Donkey Kong Country'' games, instead of always facing the screen; they also no longer sparkle or shimmer. This makes them consistent in the series as opposed to the original where they were different to the ones in the sequels.
*A scrapbook, similar to the one in the Game Boy Color version, was added; the Kongs have to collect [[photograph]]s throughout the game in order to add pictures to it.
*To get [[Completion#Donkey Kong Country|101% Completion]], the player now also has to collect all of the K-O-N-G Letters and fill up the scrapbook. In the "Hero Mode", however, the player can get the 101% the same way as in the original.
*The Two Player Contest option (while starting a new file) was removed. This option was removed in the remakes of its two sequels as well.
*[[Very Gnawty]] appears in [[DK's Tree House]] after defeating [[Really Gnawty]]. When it realizes [[Donkey Kong]] or [[Diddy Kong]] has entered the tree house, Very Gnawty runs past them and out of the front door. This can be performed only once per file, however.
*Queen B is now dizzy upon defeat in addition to moving constantly. In the original, she just occasionally moved.
*King K. Rool during his boss fight can now make yells as he's charging the Kongs. Originally, the only sound he makes is when he's hit on the head (which was reused from Krusha's defeat sound).


==Glitches==
==Glitches==
{{main|List of Donkey Kong Country glitches}}
{{main|List of Donkey Kong Country glitches}}


===Bonus Level Early Exit===
===Enguarde color swapping===
This glitch can only be done in the Game Boy Advance version. The Kongs must go to the first [[Bonus Level]] found in [[Platform Perils]] and stand underneath the fourth barrel and a little to the right of it. Now, the Kongs have to hit this barrel when the G is not showing up. If they do it right, they will lose the bonus level as usual, but they will end up walking out early, not showing their Mini-Game defeat animation. This can be done with either Donkey Kong or Diddy Kong.
 
===Enguarde Warps Colors===
First, the player has to go to [[Croctopus Chase]]. Then, after the parts where the Kongs are carried from one place to another by the blast barrels, the Kongs will have to find [[Enguarde]] and get on him. Then the player has to go back through the level until the Kongs reach the last blast barrel that the apes were shot from. By simply getting in that barrel and getting fired out, the player can perform four different glitches:  
First, the player has to go to [[Croctopus Chase]]. Then, after the parts where the Kongs are carried from one place to another by the blast barrels, the Kongs will have to find [[Enguarde]] and get on him. Then the player has to go back through the level until the Kongs reach the last blast barrel that the apes were shot from. By simply getting in that barrel and getting fired out, the player can perform four different glitches:  
#The first of these is that Diddy will be walking, not swimming, behind Donkey Kong. The player can get off Enguarde and swim to his side. Then the player must press select. If done correctly, the camera will freeze and Diddy alone will be able to walk around as if it were a land level.  
#The first of these is that Diddy will be walking, not swimming, behind Donkey Kong. The player can get off Enguarde and swim to his side. Then the player must press select. If done correctly, the camera will freeze and Diddy alone will be able to walk around as if it were a land level.  
#While still frozen, the player could jump back on Enguarde. Diddy should turn into a greenish-blue color and hover in mid-air. This allows the player to control Enguarde by himself, which results in the Kongs being left behind if the player continues on through the level.  
#While still frozen, the player could jump back on Enguarde. Diddy should turn into a greenish-blue color and hover in mid-air. This allows the player to control Enguarde by himself, which results in the Kongs being left behind if the player continues on through the level.  
#While on Enguarde, the player can press {{button|snes|Y}} and then {{button|snes|A}} once quickly after. Enguarde should turn into another greenish-blue Diddy that the player will be able to control. If the player touches the other floating Diddy it will turn the player back into Enguarde.  
#While on Enguarde, the player can press {{button|snes|Y}} and then {{button|snes|A}} once quickly after. Enguarde should turn into another greenish-blue Diddy that the player will be able to control. If the player touches the other floating Diddy it will turn the player back into Enguarde.  
#While using Enguarde once again, the player needs to press the {{button|snes|A}} quickly and repeatedly; it will permanently turn him into a reddish color with either DK or Diddy following behind.
#While using Enguarde once again, the player needs to press the {{button|snes|A}} quickly and repeatedly; it will permanently turn him into a reddish color with either DK or Diddy following behind.
As this new red Enguarde, the player has to have Diddy follow behind him (if Donkey is behind the player, the player will have to press {{button|snes|A}} twice and the Kongs should switch). Then, the player has to press {{button|snes|Y}} and the player then has to press {{button|snes|A}}. This results in Enguarde transforming into an oddly colored Donkey Kong that hovers in the air while the player is left controlling the Kongs once again.  
As this new red Enguarde, the player has to have Diddy follow behind him (if Donkey is behind the player, the player will have to press {{button|snes|A}} twice and the Kongs should switch). Then, the player has to press {{button|snes|Y}} and the player then has to press {{button|snes|A}}. This results in Enguarde transforming into an oddly colored Donkey Kong that hovers in the air while the player is left controlling the Kongs once again.  
The player can redo this with DK following behind the player while the player is controlling Enguarde, and a normally colored Diddy should be hovering in the air instead of the oddly colored Donkey Kong.
The player can redo this with DK following behind the player while the player is controlling Enguarde, and a normally colored Diddy should be hovering in the air instead of the oddly colored Donkey Kong.
Line 712: Line 725:


===[[Candy Kong]]===
===[[Candy Kong]]===
*''"Hi, I'm Candy Kong and this is [[Candy's Save Point|my Save Point]]!"''
*"''Hi, I'm Candy Kong and this is [[Candy's Save Point|my Save Point]]!''"
*''"If you want to save your current game, just jump into my spinning [[Star Barrel|save barrel]]!
*"''If you want to save your current game, just jump into my spinning [[Star Barrel|save barrel]]!''"
*''"Hello guys, got anything worth saving?"''
*"''Hello guys, got anything worth saving?''"
*''"Wow! You guys really came a long way! Save your game now, while you have the chance!"''
*"''Wow! You guys really came a long way! Save your game now, while you have the chance!''"
*''"Yoo-hoo, [[Donkey Kong|Honey Kong]]! Now's a good time to save where you've gotten to!"''
*"''Yoo-hoo, [[Donkey Kong|Honey Kong]]! Now's a good time to save where you've gotten to!''"
*''"It must have been hard work for you to come all this way! Why not save your game?"''
*"''It must have been hard work for you to come all this way! Why not save your game?''"
*''"Can I help you [[Kong|monkeys]] save your game?"''
*"''Can I help you [[Kong|monkeys]] save your game?''"
*''"How would you like a quick spin in my save barrel?"''
*"''How would you like a quick spin in my save barrel?''"
*''"I don't think [[King K. Rool|he]] is, sugar. Let's get off [[Gangplank Galleon|this manky ship]]."''
 
==Soundtrack==
The game's soundtrack was released in Japan under the title ''[[Super Donkey Kong Game Music CD Jungle Fantasy]]''. This album has a total of 28 tracks, including most of the original soundtrack of the game and seven new arrangements by Yoshiyuki Ito. A different album, entitled ''[[DK Jamz]]'', was released in the United States, Germany, and France. The latter features 23 or 25 tracks depending on the version, including some omitted from the Japanese soundtrack. It also features one of the Yoshiyuki Ito covers, although Ito is not credited.


==Development==
==Development==
The leadup to ''Donkey Kong Country''{{'}}s creation started in the summer of 1993. While visiting [[Rare Ltd.|Rare]] as a part of a globe-travelling journey to find potential quality games in development, Tony Harman of [[Nintendo]] of America saw a [[Tech Demo]] showing an animated, computer-rendered boxer punching. Rare was experimenting with 3D animation at the time as they found the then-popular {{wp|Digitizing|digitization}} technique too restrictive<ref name="Nintendo Power">''[[Nintendo Power]]'', Issue 64, September 1994, ''The Making of Donkey Kong Country''</ref>. Impressed by the demo, Harman lobbied for Nintendo to collaborate with Rare, and, with the help of [[wikipedia:Genyo Takeda|Genyo Takeda]] and [[Shigeru Miyamoto]], managed to convince them. Nintendo approached Rare with the mandate to make a game that would have "better graphics than ''Aladdin''"<ref name="Retrogamer">[http://www.nowgamer.com/features/895227/the_making_of_donkey_kong_country.html The Making Of Donkey Kong Country] (accessed February 20 2012)</ref> (presumably referring to the {{wp|Disney's Aladdin (Virgin Games)|popular 1993 Sega Genesis game}}, which was lauded for its impressive graphics and animation hand-drawn by Disney animators). They recommended that it should star [[Donkey Kong]], as they thought that the character and his universe were less explored than other Nintendo properties and that thus Rare could have greater creative freedom while making the game<ref name="Nintendo Power"/>.
The lead-up to ''Donkey Kong Country''{{'}}s creation started in the summer of 1993. While visiting [[Rare Ltd.|Rare]] as a part of a globe-travelling journey to find potential quality games in development, Tony Harman of [[Nintendo]] of America saw a [[tech demo]], tentatively called ''Brute Force'',<ref>{{cite|author=Shesez|date=November 21, 2019|url=www.youtube.com/watch?v=TwWHzilbQ34&t=334s|title=The Donkey Kong Country 25th Anniversary Interview Documentary|timestamp=05:34|publisher=YouTube|accessdate=August 8, 2023}}</ref> showing an animated, computer-rendered boxer fighting a prototypical version of {{fandom|killerinstinct|Orchid}}. Rare was experimenting with 3D animation at the time as they found the then-popular {{wp|digitizing|digitization}} technique too restrictive.<ref name="Nintendo Power">{{cite|title="The Making of Donkey Kong Country" - ''[[Nintendo Power]]'' Issue 64|date=September 1994|publisher=Nintendo of America|language=American English}}</ref> Impressed by the demo, Harman lobbied for Nintendo to collaborate with Rare, and, with the help of {{wp|Genyo Takeda}} and [[Shigeru Miyamoto]], managed to convince them. Nintendo approached Rare with the mandate to make a game that would have "better graphics than ''Aladdin''"<ref name="Retrogamer">{{cite|archive=web.archive.org/web/20160306023207/http://www.nowgamer.com/the-making-of-donkey-kong-country|title="The Making Of ''Donkey Kong Country''|date=February 20, 2012}}</ref> (specifically referring to {{wp|Disney's Aladdin (Virgin Games)|the popular 1993 Sega Genesis game}}, which was lauded for its impressive graphics and animation hand-drawn by Disney animators).<ref>{{cite|author=Shesez|date=November 21, 2019|url=www.youtube.com/watch?v=TwWHzilbQ34&t=1883s|title=''The Donkey Kong Country 25th Anniversary Interview Documentary''|timestamp=00:31:23|publisher=YouTube|accessdate=August 8, 2023}}</ref> They recommended that it should star [[Donkey Kong]], as they thought that the character and his universe were less explored than other Nintendo properties and that thus Rare could have greater creative freedom while making the game.<ref name="Nintendo Power"/>  
 
A team of 12 people were assembled for the project, which was the most Rare had assigned for a single game at the time. [[Gregg Mayles]] cited ''[[Super Mario Bros. 3]]'' as his chief inspiration<ref name="Retrogamer"/>, saying that he wanted to imitate its structure while also providing smooth and flowing level designs that skilled players could navigate quickly. A team of developers were sent to the nearby Twycross Zoo to observe the movements of real gorillas, but found that it would not suited to the fast-paced platformer they wanted to make<ref name="Retrogamer"/>. The team created around fifteen different styles of movement for Donkey Kong, including ones based on rabbits and frogs, before arriving at the current animations, based loosely on the movements of horses<ref name="Retrogamer"/>. The [[Kremling]]s originated from another project Rare was developing at the same time (which, according to Rareware employee [[Gregg Mayles]] was from a canceled adventure game named ''Jonny Blastoff and the Kremling Armada''<ref>Ayden_ (July 5 2017) .[http://www.jeuxvideo.com/news/651885/les-coulisses-de-donkey-kong-country-des-gorilles-et-des-hommes.htm Les coulisses de Donkey Kong Country : Des gorilles et des hommes]. ''Jeuxvidéo.com''. Retrieved July 31, 2017)</ref><ref>Gregg Mayles (@Ghoulyboy). [https://twitter.com/Ghoulyboy/status/639226685213265924 Twitter post on September 2, 2015]. ''Twitter''. Retrieved July 31, 2017)</ref>.)
, but were transplanted into the game as Rare found that they were a good fit for ''Donkey Kong Country'''s aesthetic<ref name="Nintendo Power"/>. The developers also wanted the screen to be as "clutter-free" as possible, which lead to the creation of a "buddy" character so that the player could take more than one hit, inspired by the "big Mario returns to little Mario" system of the ''Super Mario'' games<ref name="Retrogamer"/>. [[Donkey Kong Jr.]] was first considered for the role, but he was changed into a [[Diddy Kong|separate character]] as Nintendo felt Rare's redesign looked too different<ref name="Retrogamer"/>.


Rare demoed an early version of the game at Nintendo's headquarters in Kyoto. Reception of the demo was mixed, with [[Gunpei Yokoi]] remarking that the game looked "too 3D"<ref name="Retrogamer"/>. However, Shigeru Miyamoto approved of what was done with the project. He and his staff gave advice to Rare on how to improve the game, with one of the results being the implementation of the [[Hand Slap]] move a few weeks before completion<ref name="Retrogamer"/>.
A team of 12 people were assembled for the project, which was the most Rare had assigned for a single game at the time. [[Gregg Mayles]] cited ''[[Super Mario Bros. 3]]'' as his chief inspiration,<ref name="Retrogamer"/> saying that he wanted to imitate its structure while also providing smooth and flowing level designs that skilled players could navigate quickly. A team of developers were sent to the nearby Twycross Zoo to observe the movements of real gorillas, but found that it would not suited to the fast-paced platformer that they wanted to make.<ref name="Retrogamer"/> The team created around fifteen different styles of movement for Donkey Kong, including ones based on rabbits and frogs, before arriving at the current animations, based loosely on the movements of horses.<ref name="Retrogamer"/> The [[Kremling]]s originated from another project Rare was developing at the same time (which, according to Rareware employee Gregg Mayles, was from a canceled adventure game named ''Jonny Blastoff and the Kremling Armada''<ref>{{cite|author=Ayden_|date=July 5, 2017|url=www.jeuxvideo.com/news/651885/les-coulisses-de-donkey-kong-country-des-gorilles-et-des-hommes.htm|title="Les coulisses de ''Donkey Kong Country'' : Des gorilles et des hommes"|publisher=Jeuxvidéo.com|accessdate=July 31, 2017}}</ref><ref>{{cite|author=Gregg Mayles (@Ghoulyboy)|url=x.com/Ghoulyboy/status/639226685213265924|title=@MFWolfe42 @WinkySteve @BringBackKRool @Kevbayliss yes, that's right.|date=September 2, 2015|publisher=X|accessdate=July 31, 2017}}</ref>), but were transplanted into the game as Rare found that they were a good fit for ''Donkey Kong Country''{{'}}s aesthetic.<ref name="Nintendo Power"/> The developers also wanted the screen to be as "clutter-free" as possible, which lead to the creation of a "buddy" character so that the player could take more than one hit, inspired by the "big Mario returns to little Mario" system of the ''[[Super Mario (series)|Super Mario]]'' games.<ref name="Retrogamer"/> [[Donkey Kong Jr.]] was first considered for the role, but he was changed into [[Diddy Kong|a separate character]] as Nintendo felt Rare's redesign looked too different.<ref name="Retrogamer"/>


===Game Boy Advance remake===
When ''Donkey Kong Country'' was demonstrated at Summer {{wp|Consumer Electronics Show|CES}} 94, [[Nintendo of America]] had arranged the press conference to have people assume that the game was running off an early version of the then-upcoming [[Nintendo 64|Ultra 64]] in order to further impress those who would not believe that it was capable of running on a 16-bit console.<ref>{{cite|date=June 1995|title=''Nintendo Magazine System (UK) Issue #33|page=57|quote=Nintendo of America stunned everybody at the 1994 Consumer Electronics Show (CES) held in Chicago when DKC was announced, because no-one could believe it was running off a 16-bit machine. In fact NOA especially arranged the press conference in order to have people assume that they were watching an early demo of Nintendo′s Ultra 64!}}</ref><ref>{{cite|author=Shesez|date=November 21, 2019|url=www.youtube.com/watch?v=TwWHzilbQ34&t=3827s|title=The Donkey Kong Country 25th Anniversary Interview Documentary|timestamp=01:03:47|publisher=YouTube|accessdate=August 8, 2023}}</ref>
The Game Boy Advance remake was coded from scratch<ref name="DK Vine">[http://www.dkvine.com/features/stamped_dkcgba.html DK Vine: The Donkey Kong Country GBA Trilogy]</ref>. The developers extensively playtested the port to make sure the physics and controls were true to the original version, though some deviations were made to improve some mechanics and the level design<ref name="DK Vine"></ref>.


Some of the floppies containing the original graphic assets were lost, while the surviving ones were disorganized and mostly unusable. To remedy this problem, team members ripped the sprites using an emulator<ref name="DK Vine"></ref>. Most of the backgrounds were redone from the ground up to fit the Game Boy Advance's screen resolution, scale, and color palette.
Rare demoed an early version of the game at Nintendo's headquarters in Kyoto. Reception of the demo was mixed, with [[Gunpei Yokoi]] remarking that the game looked "too 3D".<ref name="Retrogamer"/> However, Shigeru Miyamoto approved of what was done with the project. He and his staff gave advice to Rare on how to improve the game, with one of the results being the implementation of the [[Hand Slap]] move a few weeks before completion.<ref name="Retrogamer"/>


==Reception==
==Reception==
At the time of its release, ''Donkey Kong Country'' received universal acclaim by critics and audiences, with the game being praised for its visuals, controls and replayability. The massive hype it received due to its innovative use of pre-rendered 3D sprites and subsequent commercial success has been credited with extending the SNES's lifespan and help the system stay relevant in the face of the next-generation {{wp|Sega Saturn}} and {{wp|PlayStation (console)|PlayStation}} consoles<ref>Jeremy Parish (August 8, 2016). [http://www.usgamer.net/articles/reconsidering-donkey-kong-country-gamings-empty-handed-bluff Donkey Kong Country, Gaming's Biggest Bluff]. ''USGamer''. Retrieved September 26 2017</ref>. The [[Game Boy Color]] remake was similarly praised for taking a graphically-impressive title and putting it to the platform in a complete and technically competent form, in contrast to other unsuccessful attempts at directly porting or remaking home console games for handhelds. The game was placed 39th in the 100th issue of ''Nintendo Power''{{'}}s "100 best Nintendo games of all time" in 1997 and it was rated the 90th best game on a Nintendo system in their top 200 games list in 2006.
At the time of its release, ''Donkey Kong Country'' received universal acclaim by critics and audiences, with the game being praised for its visuals, controls, and replayability. The massive hype it received due to its innovative use of pre-rendered 3D sprites and subsequent commercial success has been credited with extending the SNES's lifespan and help the system stay relevant in the face of the next-generation {{wp|Sega Saturn}} and {{wp|PlayStation (console)|PlayStation}} consoles.<ref>{{cite|author=Jeremy Parish|date=August 8, 2016|url=www.usgamer.net/articles/reconsidering-donkey-kong-country-gamings-empty-handed-bluff|title=''Donkey Kong Country'', Gaming's Biggest Bluff|publisher=USGamer|accessdate=September 26, 2017}}</ref>


Following Rare's acquisition by Microsoft, ''Donkey Kong Country'' experienced a period of backlash. ''Electronic Gaming Monthly'' placed the game in their top 10 overrated games list (despite the publication previously awarding it the 1994 Game of the Year award), and, in their review of the GBA version, stated that the game did not hold up. Similarly, GameSpy placed it ninth on their list of the top 25 most overrated games of all time<ref>https://web.archive.org/web/20070113045844/http://archive.gamespy.com/articles/september03/25overrated/index18.shtml</ref>. Regardless, the [[Game Boy Advance]] and [[Virtual Console]] re-releases were still positively received.
Following Rare's acquisition by Microsoft, ''Donkey Kong Country'' experienced a period of backlash. ''Electronic Gaming Monthly'' placed the game in their top 10 overrated games list (despite the publication previously awarding it the 1994 Game of the Year award), and, in their review of the [[Game Boy Advance|GBA]] version, stated that the game did not hold up. Similarly, GameSpy placed it ninth on their list of the top 25 most overrated games of all time.<ref>{{cite|archive=web.archive.org/web/20070113045844/http://archive.gamespy.com/articles/september03/25overrated/index18.shtml|title=25 Most Overrated Games of All Time|date=September 15 - 20, 2003|author=GameSpy Staff|publisher=GameSpy}}</ref> Regardless, the Game Boy Advance and [[Virtual Console]] re-releases were still positively received.
 
{| class="wikitable reviews"
{|class="wikitable review_template" cellpadding="4" style="width:100%; text-align:center; border:2px solid black; margin-bottom:5px"
!colspan="4"style="font-size:120%; text-align: center; background-color:silver"|Reviews
!colspan="4" style="font-size:120%; text-align: center; background-color:silver"|Reviews
|-style="background-color:#E6E6E6;"
|-style="background-color:#E6E6E6;"
|Release
|Release
Line 748: Line 758:
|Comment
|Comment
|-
|-
|[[SNES]]
|[[Super Nintendo Entertainment System|SNES]]
|George Wood, Flight of Fantasies
|George Wood, Flight of Fantasies
|''n.d''
|''n.d''
|''"Donkey Kong Country is truly perfect. If you do not get this amazing new generation of Donkey Kong Country madness, you are stupid. Yes, I know it's insulting, but that's also the truth. If you're a true video game fan, you will not hesitate in the slightest bit to buy this piece of gaming history."''
|"''Donkey Kong Country is truly perfect. If you do not get this amazing new generation of Donkey Kong Country madness, you are stupid. Yes, I know it's insulting, but that's also the truth. If you're a true video game fan, you will not hesitate in the slightest bit to buy this piece of gaming history.''"
|-
|-
|[[SNES]]
|SNES
|Mr. Goo, Die Hard Game Fan
|Mr. Goo, Die Hard Game Fan
|100/100
|100/100
|''"When you see Donkey Kong Country for the first time, you'll do what I did ... turn into a blabbering, drooling idiot! This is the most amazing 16-bit game yet, and that's a fact. Simply everything about DKC is kick-butt rocking magnificent ... you'd swear it was 32-bit. If you possess a SNES, you have no excuse not to buy this game NOW."''
|"''When you see Donkey Kong Country for the first time, you'll do what I did ... turn into a blabbering, drooling idiot! This is the most amazing 16-bit game yet, and that's a fact. Simply everything about DKC is kick-butt rocking magnificent ... you'd swear it was 32-bit. If you possess a SNES, you have no excuse not to buy this game NOW.''"
|-
|-
|[[SNES]]
|SNES
|Nintendo Power
|Nintendo Power
|4.4/5
|4.4/5
|''"The ultimate graphics in the best action adventure game ever for the Super NES or any other video games system. It's simply the best. Battery backed-up memory. 100 bonus areas. MINUS: Players may miss many of the bonus areas and think the game is shorter than it really is. (You must try everything to get the full impact!"''
|"''The ultimate graphics in the best action adventure game ever for the Super NES or any other video games system. It's simply the best. Battery backed-up memory. 100 bonus areas. MINUS: Players may miss many of the bonus areas and think the game is shorter than it really is. (You must try everything to get the full impact!''"
|-
|[[Game Boy Advance]]
|Electronic Gaming Monthly
|60/100
|''"Besides the graphics, which still look good, the game has not held up well."''
|-
|[[Game Boy Color]]
|Frank Provo, [http://www.gamespot.com/reviews/donkey-kong-country-review/1900-2657317/ Gamespot]
|9.1/10
|''"Donkey Kong Country is one of the most playable and replayable Game Boy Color games ever created. Despite being a little rough around the edges, Donkey Kong Country once again proves that stereotypes and misconceptions can be broken. The quality of a game doesn't rest with what system it's on, but with those who make it. As such, Donkey Kong Country may be on the Game Boy Color, but it's still as impressive and pertinent as it was in 1994 on the Super Nintendo."''
|-
|-
|[[Wii]]  
|[[Wii]]  
|Lucas M. Thomas, [http://ca.ign.com/articles/2007/02/20/donkey-kong-country IGN]
|Lucas M. Thomas, [http://ca.ign.com/articles/2007/02/20/donkey-kong-country IGN]
|8.5/10
|8.5/10
|''"A sacrifice may be offered of some of your nostalgic feelings for this title, as its revolutionary-in-1994 visuals aren't as spectacular any more, now in 2007. But DKC's gameplay is still a lot of fun, and it's still easy to see why this was the game that saved the Super."''
|"''A sacrifice may be offered of some of your nostalgic feelings for this title, as its revolutionary-in-1994 visuals aren't as spectacular any more, now in 2007. But DKC's gameplay is still a lot of fun, and it's still easy to see why this was the game that saved the Super.''"
|-
|-
|[[Wii]]
|Wii
|Damien McFerran, [http://www.nintendolife.com/reviews/vc/donkey_kong_country_snes Nintendo Life] (formerly VC Reviews)  
|Damien McFerran, [http://www.nintendolife.com/reviews/vc/donkey_kong_country_snes Nintendo Life] (formerly VC Reviews)  
|9/10  
|9/10  
|''"Over a decade has passed since this game's original release and although some of the shine has dulled it still manages to impress. Although it's not in the same league as the sublime [[Super Mario World]], Donkey Kong Country still ranks as one of the better SNES platformers and is a worthy download on the Virtual Console."''
|"''Over a decade has passed since this game's original release and although some of the shine has dulled it still manages to impress. Although it's not in the same league as the sublime [[Super Mario World]], Donkey Kong Country still ranks as one of the better SNES platformers and is a worthy download on the Virtual Console.''"
|-
|-
!colspan="4" style="background-color:silver; font-size:120%; text-align: center;"|Aggregators
!colspan="4"style="background-color:silver; font-size:120%; text-align: center;"|Aggregators
|-style="background-color:#E6E6E6;"
|-style="background-color:#E6E6E6;"
|colspan=2|Compiler
|colspan=2|Compiler
|colspan=2|Platform / Score
|colspan=2|Platform / Score
|-
|colspan=2|Metacritic
|colspan=2 style="background-color:LimeGreen"|GBA - [http://www.metacritic.com/game/game-boy-advance/donkey-kong-country 78]
|-
|-
|colspan=2|GameRankings
|colspan=2|GameRankings
|colspan=2|SNES - [http://www.gamerankings.com/snes/588282-donkey-kong-country/index.html 88.94%], GBC - [http://www.gamerankings.com/gbc/370532-donkey-kong-country/index.html 90.38%] GBA - [http://www.gamerankings.com/gba/589452-donkey-kong-country/index.html 78.61%]
|colspan=2 style="background-color:LimeGreen"|SNES - [http://www.gamerankings.com/snes/588282-donkey-kong-country/index.html 88.94%]
|}
|}
{{br}}
{{br}}


===Sales===
===Sales===
''Donkey Kong Country'' ended up selling more than expected, since the game was released at the peak of the 16-bit era. The game had an extremely successful first day at the stores, and sold 9.3 million copies worldwide, making it the third best selling game on the Super Nintendo, following ''[[Super Mario World]]'' and ''[[Super Mario All-Stars]]''.<ref>http://www.vgchartz.com/game.php?id=3108</ref> To date, it is the best selling ''Donkey Kong'' game and overall Rare's best selling game.<ref>http://www.gamespot.com/gba/action/donkeykongcountry/review.html</ref>
''Donkey Kong Country'' ended up selling more than expected, since the game was released at the peak of the 16-bit era. The game had an extremely successful first day at the stores, and sold 9.3 million copies worldwide, making it the third best-selling game on the Super Nintendo, following ''[[Super Mario World]]'' and ''[[Super Mario All-Stars]]''.<ref>{{cite|archive=web.archive.org/web/20100612013410/http://www.vgchartz.com/game.php?id=3108|publisher=VGChartz|title=Donkey Kong Country (SNES) Sales Data}}</ref> To date, it is the best-selling ''Donkey Kong'' game and overall Rare's best-selling game.<ref>{{cite|archive=web.archive.org/web/20030614090442/http://www.gamespot.com/gba/action/donkeykongcountry/review.html|title=GameSpot Review|author=Provo, Frank|date=June 11, 2003|publisher=GameSpot}}</ref>


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


==References in later games==
==References in later games==
[[File:Squeals Wheels DKC3 shot 4.png|200px|thumb|The barrel roll move is reused in ''Donkey Kong Country 3''.]]
*[[Super Smash Bros. (series)|''Super Smash Bros.'' series]]: Diddy Kong's up taunt in ''[[Super Smash Bros. Brawl]]'' and onwards is based on his victory animation from ''Donkey Kong Country''.
*''[[Donkey Kong Land]]'': The semi-sequel of ''Donkey Kong Country'' for the Game Boy, which contains gameplay elements and music remixes from its SNES counterpart.
*''[[Donkey Kong Country Returns]]'': Some of Cranky Kong's quotes are also reused.
*''[[Donkey Kong Country 2: Diddy's Kong Quest]]'': The direct sequel, which contains many gameplay elements from its predecessor. Also, in the [[Game Boy Advance]] remake, Diddy makes a reference to the first game in the intro, stating that he did not want to surrender the Banana Hoard to Kaptain K. Rool after all that he and Donkey Kong went through to get it last time. Additionally, Winky can be seen in the background of Cranky's [[Monkey Museum]].
*''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]'': As with ''Donkey Kong Country 2'', many gameplay elements are reused (including the return of being able to balance the Kongs on Steel Barrels, which is absent in ''Donkey Kong Country 2'').
*''[[Super Smash Bros. (series)|Super Smash Bros.]]'' series: Barrel Cannons seen in ''Donkey Kong Country'' appear here. Also, Kongo Jungle stages appear in the three games as Congo Jungle in the first ''Super Smash Bros.'' game, and Kongo Jungle in ''[[Super Smash Bros. Melee]]'' and remade in Melee Stages in ''[[Super Smash Bros. Brawl]]''. The "boss defeated" fanfare is used as Donkey Kong's victory theme in all ''Super Smash Bros.'' games.
**Many of Donkey Kong's various animations from this game (like his crouching, jumping, running and the way he carries barrels) as well as some of his moves like his [[Hand Slap]] were used in ''Super Smash Bros.'' as part of his moveset. This also happened with Diddy Kong when he was introduced in ''Super Smash Bros. Brawl''.
*Most of Donkey Kong's stages in the ''Mario Party'' series, ''Mario Kart'' series, ''Mario Tennis'' series and other spin offs are based on elements from ''Donkey Kong Country''.
*''[[Donkey Kong 64]]'': Another installment in the series with many similarities to ''Donkey Kong Country''. It features the entire non-playable Kong cast, as well as another Jungle Hijinxs remix. In the Game Boy Color version, the Select Screen resembles the ''Donkey Kong 64'' one.
*''[[Donkey Kong Country Returns]]'': Many elements from the original return in this game, including arrangements of the main theme, and characters such as Rambi and Squawks. Some of Cranky Kong's quotes are also reused.
*''[[Donkey Kong Country: Tropical Freeze]]'': In the level Canopy Chaos, Cranky's record player can be found, which plays the original title theme when the player ground pounds in front of it.
*''[[Donkey Kong Country: Tropical Freeze]]'': In the level Canopy Chaos, Cranky's record player can be found, which plays the original title theme when the player ground pounds in front of it.
*''[[Mini Mario & Friends: amiibo Challenge]]'': [[Barrel Cannon]]s and [[Auto-Fire Barrel]]s, as well as [[Mine Cart|minecarts]], have roles in [[Mini Donkey Kong]] and [[Mini Diddy Kong]]'s stages, respectively. Along with a cover of "[[DK Island Swing]]," heard in Mini Donkey Kong's levels, there is also a cover of the Bonus Level theme from ''Donkey Kong Country'', which plays in Mini Diddy Kong's stages.
*''[[WarioWare Gold]]'': [[Donkey Kong Country (microgame)|A microgame]] in [[5-Volt]]'s stage based on ''Donkey Kong Country'' appears in this game.
*''[[WarioWare Gold]]'': [[Donkey Kong Country (microgame)|A microgame]] in [[5-Volt]]'s stage based on ''Donkey Kong Country'' appears in this game.


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


Unused data still present on the cartridge include several sprites (including [[Puftup|one enemy]] featured in the sequel), enemy palettes swaps and an early script which depicts [[Cranky Kong]] as a friendlier character.
Unused data still present on the cartridge include several sprites (including [[Puftup|one enemy]] featured in the sequel), enemy palettes swaps and an early script which depicts [[Cranky Kong]] as a friendlier character.
Line 825: Line 813:
==Staff==
==Staff==
{{main|List of Donkey Kong Country staff}}
{{main|List of Donkey Kong Country staff}}
''Donkey Kong Country'' was developed by a team of 12 people, the largest development staff of any Rareware game at that point. Rareware co-founder [[Tim Stamper]] was the director while [[Gregg Mayles]] served as the designer.
The game had a team of three composers working on it. [[Eveline Fischer]] composed the tracks "Simian Segue", "Candy's Love Song", "Voices of the Temple", "Forest Frenzy", "Treetop Rock", "Northern Hemispheres", and "Ice Cave Chant". Robin Beanland's sole contribution was the [[Funky's Flights]] theme (a holdover from the arcade version of ''{{wp|Killer Instinct (1994 video game)|Killer Instinct}}'',<ref>{{cite|author=jared mckinney|date=August 14, 2008|url=www.youtube.com/watch?v=FtTC1sRlB1c&t=50s|title=Killer Instinct Arcade Promo (rare)|publisher=YouTube|accessdate=February 2, 2014}}</ref> featuring a vocal sample by Robin Beanland).<ref>{{cite|author=Shesez|date=November 21, 2019|url=www.youtube.com/watch?v=TwWHzilbQ34&t=3030s|title=The Donkey Kong Country 25th Anniversary Interview Documentary|publisher=YouTube|accessdate=August 8, 2023}}</ref> [[David Wise]] handled the rest of the soundtrack.<ref>{{cite|archive=web.archive.org/web/20051227091731/http://www.rareware.com/extra/scribes/scribes_content.html|title=Rare: Scribes|date=December 21, 2005|publisher=Rare Official Website}}</ref>
==Nintendo eShop description==
<blockquote>''After a dark and stormy night, Donkey Kong finds all of his bananas stolen by
''K. Rool and his reptilian crew of Kremlings! Armed with chest-pounding muscle, mighty barrel rolls, and awesome vine-swinging skills, Donkey Kong and Diddy Kong set out to face their adversaries!''


''Donkey Kong Country'' was developed by a team of 12 people, the largest development staff of any Rareware game at that point. Rareware co-founder [[Tim Stamper]] was the director while [[Gregg Mayles]] served as the designer.
''Play solo, compete with a friend, or play cooperatively with a friend in over 100 levels filled with collectibles and hidden bonus levels.'' ''With the help of
Donkey Kong's quirky family, animal friends, and your fast reflexes, our dynamic duo will prove to be an unstoppable force.''


The game had a team of 3 composers working on it. [[Eveline Fischer]] composed the tracks "Simian Segue", "Candy's Love Song", "Voices of the Temple", "Forest Frenzy", "Treetop Rock", "Northern Hemispheres" and "Ice Cave Chant". Robin Beanland's sole contribution was the [[Funky's Flights]] theme (a holdover from the arcade version of ''[[wikipedia:Killer Instinct (1994 video game)|Killer Instinct]]'' <ref>[http://www.youtube.com/watch?v=FtTC1sRlB1c#t=0m50s Early promo video of the arcade version of Killer Instinct]</ref>). [[David Wise]] handled the rest of the soundtrack<ref>[http://web.archive.org/web/20051227091731/http://www.rareware.com/extra/scribes/scribes_content.html Rare: Scribes (December 21, 2005)] (Internet Archive link)</ref>.
''Time to save those bananas!''</blockquote>


==Gallery==
==Gallery==
{{main-gallery|Donkey Kong Country}}
{{main-gallery|Donkey Kong Country}}
<gallery>
<gallery>
DK Diddy Thumbs Up.png|[[Donkey Kong]] and [[Diddy Kong]]
DKC - Japanese Logo.png|Logo
Cranky Kong DKC.png|[[Cranky Kong]]
DKCLogo.png|English logo
Candy Kong DKC.PNG|[[Candy Kong]]
DKC SuperFamicomBox.jpg|Super Famicom cover
Funky Kong DKC.png|[[Funky Kong]]
Title Screen Japanese (Donkey Kong Country).png|Title screen
Rambi DKC.png|[[Rambi the Rhino]]
DonkeyDKC.png|[[Donkey Kong]]
Kritter DKC.png|[[Kritter]]
KroolDKC.png|[[King K. Rool]]
</gallery>
</gallery>


==Media==
==Media==
{{main-media}}
{{main-media|List of Donkey Kong Country media}}
{{media table
{{media table
|type1=audio
|file1=DKC SNES Theme.oga
|name1=DKC SNES Theme
|title1=Theme
|pipe1=Theme
}}
}}


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|JapR=Sūpā Donkī Kongu
|JapR=Sūpā Donkī Kongu
|JapM=Super Donkey Kong
|JapM=Super Donkey Kong
|Fre=Donkey Kong Country
|Ger=Donkey Kong Country
|Ger=Donkey Kong Country
|GerM=-}}
}}
 
==Trivia==
*This game has an adaptation in the ''[[Super Mario-Kun]]'' manga with some changes. [[Mario]] and [[Yoshi]] land in the Donkey Kong Country by mistake, and Cranky Kong asks to them help Donkey and Diddy in their task to find the bananas and stop King K. Rool.
*The Game Boy Advance remake of the game is the only one of the three ''Donkey Kong Country'' remakes that does not feature any new bosses.
*A 13-minute long promotional VHS tape was released in 1994 called ''[[Donkey Kong Country: Exposed]]''.<ref>[https://youtube.com/watch?v=Rv_YCSbWP78] DKC Exposed: The Making of Donkey Kong Country - Promotional VHS Retrieved October 5th, 2019.</ref>


==References==
==References==
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==External links==
==External links==
* [https://www.nintendo.co.uk/Games/Game-Boy-Color/Donkey-Kong-Country-265889.html Nintendo UK Game Boy Color site]
{{NIWA|NWiki=1|SmashWiki=Donkey Kong (universe)#Donkey Kong Country|StrategyWiki=1}}
* [https://www.nintendo.co.jp/n02/dmg/bddj/index.html Japanese Game Boy Color site]
{{TCRF|Donkey Kong Country (SNES)}}
* [https://www.nintendo.co.uk/Games/Game-Boy-Advance/Donkey-Kong-Country-266551.html Nintendo UK Game Boy Advance site]
*[https://www.nintendo.co.jp/clvs/manuals/ja/pdf/CLV-P-VAALJ.pdf Super Donkey Kong Japanese Super Famicom manual]
* [https://www.nintendo.co.jp/n08/a5nj/index.html Japanese Game Boy Advance site]
*[https://www.nintendo.co.jp/clvs/manuals/common/pdf/CLV-P-SAALE.pdf Donkey Kong Country North American SNES manual]


{{DKC}}
{{DKC}}
{{DKC Levels}}
{{DKC levels}}
{{DKGames}}
{{Donkey Kong games}}
{{SNES}}
{{SNES}}
{{GBC}}
{{Virtual Console}}
{{GBA}}
{{NSO}}
{{VirtualConsole}}
[[Category:Donkey Kong Country|*]]
 
[[Category:Games]]
[[Category:Games]]
[[Category:Super Nintendo Entertainment System Games]]
[[Category:Super Nintendo Entertainment System games]]
[[Category:Game Boy Color Games]]
[[Category:Virtual Console games]]
[[Category:Game Boy Advance Games]]
[[Category:Virtual Console Games]]
[[Category:1994 games]]
[[Category:1994 games]]
[[Category:2000 games]]
[[Category:Platforming games]]
[[Category:2001 games]]
[[Category:Nintendo Classics]]
[[Category:2003 games]]
[[Category:Donkey Kong Country|*]]
[[Category:Platforming Games]]
[[Category:Player's Choice]]
[[Category:Player's Choice]]
[[it:Donkey Kong Country]]
[[it:Donkey Kong Country]]
[[de:Donkey Kong Country]]
[[de:Donkey Kong Country]]

Latest revision as of 10:13, October 29, 2024

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

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

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

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

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

Story[edit]

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

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

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

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

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

Gameplay[edit]

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

Abilities[edit]

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

While both Kongs have different abilities, they have the same basic moves. Both Donkey and Diddy are able to jump, cartwheel (or roll), climb, and swim to pass through levels. The most commonly used basic abilities are the jump and cartwheel moves, which help the Kongs cross gaps and defeat enemies. While cartwheeling is often used to pummel into weaker foes, it can also be used as part of the super-jump technique. Both characters can use this move by simply cartwheeling off a cliff and jumping in mid-air. This gives them both a longer jump to cross wider abysses. The Kongs can also use their climbing and swimming abilities to traverse levels. Climbing can only be done on ropes, which can swing the Kongs over gaps if they cling onto them. Some ropes are stationary, which means that the Kongs can take advantage of their climbing abilities on them to head up the rope to a higher area. Another move both Kongs can perform is their swimming ability which can only be done inside of the water in the underwater levels.

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

The Kongs pick up and throw barrels differently than one another. When Diddy Kong picks up barrels, he holds them in front of his body, protecting him from any enemies in his way. However, Donkey Kong holds barrels above his head, leaving his whole body vulnerable to enemy attacks. Additionally, Donkey Kong throws his barrels slightly further than Diddy, making Donkey Kong more likely to hit enemies from another distance. If the primates throw a Steel Keg against a wall, they are able to jump on the barrel as it rolls back and balance on it.

Modes[edit]

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

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

Characters[edit]

The Kongs[edit]

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

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

The Good Guys[edit]

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

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

Enemies[edit]

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

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

The Bosses[edit]

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

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

Items[edit]

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

Objects[edit]

Mechanisms[edit]

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

Barrels[edit]

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

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

Supporting locations[edit]

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

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

Levels[edit]

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

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

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

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

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

Differences in other versions[edit]

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

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

V1.1

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

V1.2 (Player's Choice)

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

Japanese

Glitches[edit]

Main article: List of Donkey Kong Country glitches

Enguarde color swapping[edit]

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

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

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

Quotes[edit]

Main article: List of Donkey Kong Country quotes

Candy Kong[edit]

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

Soundtrack[edit]

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

Development[edit]

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

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

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

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

Reception[edit]

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

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

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

Sales[edit]

Donkey Kong Country ended up selling more than expected, since the game was released at the peak of the 16-bit era. The game had an extremely successful first day at the stores, and sold 9.3 million copies worldwide, making it the third best-selling game on the Super Nintendo, following Super Mario World and Super Mario All-Stars.[28] To date, it is the best-selling Donkey Kong game and overall Rare's best-selling game.[29]

References to other games[edit]

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

References in later games[edit]

Pre-release and unused content[edit]

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

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

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

Staff[edit]

Main article: List of Donkey Kong Country staff

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

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

Nintendo eShop description[edit]

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

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

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

Time to save those bananas!

Gallery[edit]

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

Media[edit]

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

Names in other languages[edit]

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

References[edit]

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

External links[edit]