Super moves[1][2] are special abilities used by certain Animal Friends. The moves need to be charged up and can be used to help the Kongs reach hidden areas. These moves appear in Donkey Kong Country 2: Diddy's Kong Quest, Donkey Kong Land 2, and later in Donkey Kong Country 3: Dixie Kong's Double Trouble!. To perform this on the Super Nintendo, the player must hold down and release when ready, whereas on the Game Boy Advance, the player must hold down , and Donkey Kong Land 2.
Three of the Animal Friends have a super move:
- Rambi the Rhino's "Supercharge"[3] makes him run continuously until he hits an unbreakable wall. During his run, he can defeat numerous enemies at once. It also allows him to break through walls, allowing him to access Bonus Areas.
- Enguarde the Swordfish's "Superstab"[4] is very similar to Rambi's; like Rambi, the move allows him to access break through underwater walls to access Bonus Areas and swim continuously (even through enemies) until he hits an unbreakable wall.
- Rattly the Rattlesnake's "Superjump"[5] is quite different; instead of dashing like Rambi or Enguarde, he jumps much higher than usual, allowing to reach areas and take objects located at greater heights.
References
- ^ Donkey Kong Country 2: Diddy's Kong Quest instruction booklet, page 9.
- ^ Donkey Kong Country 2 Game Boy Advance instruction booklet, page 11.
- ^ "Press and hold the 'A' button to power him up, then release it for his Supercharge. Use this to destroy enemies and break open hidden doors!" - Wrinkly Kong, Donkey Kong Country 2: Diddy's Kong Quest
- ^ "Press the 'A' button to power him up, then release it for his Superstab. Use this to break open hidden doors!" - Wrinkly Kong, Donkey Kong Country 2: Diddy's Kong Quest
- ^ "Press the 'A' button to power him up, then release it to activate his Superjump. Use this to access normally unreachable areas." - Wrinkly Kong, Donkey Kong Country 2: Diddy's Kong Quest