Donkey Kong Country 3: Dixie Kong's Double Trouble!: Difference between revisions

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When Dixie visits Funky, he is busy working on an invention, making use of the various unusual items in the shop. Funky explains to Dixie that Kiddy was the only visitor that he had all week. He points across to Kiddy, who is chewing on an old spare tire. Dixie agrees to take Kiddy along with her, and they leave. Funky tells them to look out for any random items which he can make use of, and he also tells them to visit the [[Brothers Bear]] for help.{{footnote|main|1}}
When Dixie visits Funky, he is busy working on an invention, making use of the various unusual items in the shop. Funky explains to Dixie that Kiddy was the only visitor that he had all week. He points across to Kiddy, who is chewing on an old spare tire. Dixie agrees to take Kiddy along with her, and they leave. Funky tells them to look out for any random items which he can make use of, and he also tells them to visit the [[Brothers Bear]] for help.{{footnote|main|1}}


As they travel through the worlds, Dixie and Kiddy encounter different [[Kremling]]s than before. At the end of [[Mekanos]], the Kongs first encounter [[KAOS]], who was believed to be the new leader of the [[Kremling Krew]] at the time. Later during their adventure, Dixie and Kiddy encounter KAOS again at [[Kastle Kaos]], which is at the end of [[Kaos Kore]]. During the battle, it is revealed that KAOS was a Robot created by [[King K. Rool|Baron K. Roolenstein]] all along. After defeating Baron K. Roolenstein, KAOS breaks down and releases Donkey Kong and Diddy. It is revealed that they were trapped to be used as a power source.
As they travel through the worlds, Dixie and Kiddy encounter different [[Kremling]]s than before. At the end of [[Mekanos]], the Kongs first encounter [[KAOS]], who was believed to be the new leader of the [[Kremling Krew]] at the time. Later during their adventure, Dixie and Kiddy encounter KAOS again at [[Kastle Kaos]], which is at the end of [[Kaos Kore]]. During the battle, it is revealed that KAOS was a puppet of [[King K. Rool|Baron K. Roolenstein]] all along. After defeating Baron K. Roolenstein, KAOS breaks down and releases Donkey Kong and Diddy. It is revealed that they were trapped to be used as a power source.


[[File:Queen Banana Bird DKC3 shot.png|thumb|200px|left|The Banana Queen is freed.]]
[[File:Queen Banana Bird DKC3 shot.png|thumb|200px|left|The Banana Queen is freed.]]
The Kongs eventually discover the lost world, [[Krematoa]], where they meet the local Brother Bear, [[Boomer (Donkey Kong Country 3: Dixie Kong's Double Trouble!)|Boomer]]. Dixie and Kiddy must recover the five [[cog (Donkey Kong Country 3: Dixie Kong's Double Trouble!)|Cog]]s found in each level of Krematoa and return them to [[Boomer's Bomb Shelter]]. Boomer inserts them on a machine, which causes the [[Knautilus]] to rise from the center lake. Dixie and Kiddy enter it and engage in a second boss fight against Baron K. Roolenstein. The Kongs defeat him again, but Baron K. Roolenstein manages to escape again.
The Kongs eventually discover the lost world, [[Krematoa]], where they meet the local Brother Bear, [[Boomer (Donkey Kong Country 3: Dixie Kong's Double Trouble!)|Boomer]]. Dixie and Kiddy must recover the five [[cog (Donkey Kong Country 3: Dixie Kong's Double Trouble!)|cog]]s found in each level of Krematoa and return them to [[Boomer's Bomb Shelter]]. Boomer inserts them on a machine, which causes the [[Knautilus]] to rise from the center lake. Dixie and Kiddy enter it and engage in a second boss fight against Baron K. Roolenstein. The Kongs defeat him again, but Baron K. Roolenstein manages to escape again.


After acquiring every [[DK Coin]], the Kongs return to Funky's Rentals, and he builds the [[Gyrocopter]] for them. With the Gyrocopter, the Kongs can access the remaining few [[secret cave]]s to the last of the Banana Birds. After freeing every Banana Bird, they carry the Kongs up in the sky to the [[Banana Queen]]. All of the Banana Birds sing to destroy the [[Evil barrier]] that imprisoned the Banana Queen. Dixie and Kiddy's adventure ends with the Banana Queen chasing after Baron K. Roolenstein and dropping a large eggshell on him.
After acquiring every [[DK Coin]], the Kongs return to Funky's Rentals, and he builds the [[Gyrocopter]] for them. With the Gyrocopter, the Kongs can access the remaining few [[secret cave]]s to the last of the Banana Birds. After freeing every Banana Bird, they carry the Kongs up in the sky to the [[Banana Queen]]. All of the Banana Birds sing to destroy the [[evil barrier]] that imprisoned the Banana Queen. Dixie and Kiddy's adventure ends with the Banana Queen chasing after Baron K. Roolenstein and dropping a large eggshell on him.
{{br|left}}
{{br|left}}
{{footnote|note|1|At the very start of the game itself, Dixie goes to Wrinkly's Save Cave. During the start of the game, neither Wrinkly nor Funky mention Donkey Kong and Diddy. During the first interaction with Funky, he does not mention for Dixie to be on the lookout for random items, nor does he mention the Brothers Bear. This information is found in the instruction booklet only.}}
{{footnote|note|1|At the very start of the game itself, Dixie goes to Wrinkly's Save Cave. During the start of the game, neither Wrinkly nor Funky mention Donkey Kong and Diddy. During the first interaction with Funky, he does not mention for Dixie to be on the lookout for random items, nor does he mention the Brothers Bear. This information is found in the instruction booklet only.}}
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==Gameplay==
==Gameplay==
[[File:Squeals Wheels DKC3 shot 4.png|thumb|left|Dixie runs on a rolling barrel.]]
[[File:Squeals Wheels DKC3 shot 4.png|thumb|left|Dixie runs on a rolling barrel.]]
''Donkey Kong Country 3: Dixie Kong's Double Trouble!'' combines elements from both ''[[Donkey Kong Country]]'' and ''[[Donkey Kong Country 2: Diddy's Kong Quest]]''. As a platformer, the objective is for the two playable characters, [[Dixie Kong]] and [[Kiddy Kong]], to reach the end of every [[level]]. Each world has either five levels and a boss level at the end. The boss level must be completed to unlock the next world.
''Donkey Kong Country 3: Dixie Kong's Double Trouble!'' combines elements from both ''[[Donkey Kong Country]]'' and ''[[Donkey Kong Country 2: Diddy's Kong Quest]]''. As a platformer, the objective is for the two playable characters, [[Dixie Kong]] and [[Kiddy Kong]], to reach the end of every [[level]]. Each world has either five or six levels and a boss level at the end. The boss level must be completed to unlock the next world.


The game retains the tag-team system, where two Kongs appear on-screen and follow each other through a level at the same time. Dixie Kong and Kiddy Kong are the playable characters, and the Kong in front is the one controlled by the player. If the lead Kong is hit by an enemy or a hazard, they run away, and the player takes control of the other Kong. If the only Kong in play is also hit, they lose an [[extra life]] and are returned to the world map, where they can re-enter the level. If a Kong is missing, they can be recovered from a [[DK Barrel]], a few of which appear in every level. The player can press the {{button|snes|Select}} button to switch between Kongs.
The game retains the tag-team system, where two Kongs appear on-screen and follow each other through a level at the same time. Dixie Kong and Kiddy Kong are the playable characters, and the Kong in front is the one controlled by the player. If the lead Kong is hit by an enemy or a hazard, they run away, and the player takes control of the other Kong. If the only Kong in play is also hit, they lose an [[extra life]] and are returned to the world map, where they can re-enter the level. If a Kong is missing, they can be recovered from a [[DK Barrel]], a few of which appear in every level. The player can press the {{button|snes|Select}} button to switch between Kongs.


Some basic moves shared between Dixie and Kiddy include swimming, [[jump]]ing, and climbing. The Kongs can jump to defeat enemies or to go over small gaps. Both vertical and horizontal [[rope]]s are the objects that the Kongs can climb. Dixie and Kiddy cannot perform either move while swimming. The Kongs can perform a slightly longer jump by rolling off a ledge and jumping in the air. The Kongs can attack on land to defeat Most Enemies.
Some basic moves shared between Dixie and Kiddy include swimming, [[jump]]ing, and climbing. The Kongs can jump to defeat enemies or to go over small gaps. Both vertical and horizontal [[rope]]s are the objects that the Kongs can climb. Dixie and Kiddy cannot perform either move while swimming. Most enemies can also be defeated if the Kongs roll into them. The Kongs can perform a slightly longer jump by rolling off a ledge and jumping in the air.


[[File:Doorstop Dash DKC3 shot 4.png|thumb|Dixie about to throw Kiddy into a [[Bonus Barrel]].]]
[[File:Doorstop Dash DKC3 shot 4.png|thumb|Dixie about to throw Kiddy into a [[Bonus Barrel]].]]
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|-
|-
|style="text-align:center"|[[File:Nibbla-Blue-DKC3.png]] [[File:Nibbla-Purple-DKC3.png]] [[File:Nibbla-Pink-DKC3.png]] [[File:Nibbla-Red-DKC3.png]]
|style="text-align:center"|[[File:Nibbla-Blue-DKC3.png]] [[File:Nibbla-Purple-DKC3.png]] [[File:Nibbla-Pink-DKC3.png]] [[File:Nibbla-Red-DKC3.png]]
|style="text-align:center"|[[Nibbla]]*
|style="text-align:center"|[[Nibbla]]
|Although usually an enemy, there is a Nibbla in Fish Food Frenzy which somewhat has the role of being an Animal Friend. Nibbla's mood is represented by its color. As Dixie and Kiddy go through the level, they must keep Nibbla fed with [[Koco]]s, otherwise it slowly becomes angrier until becoming bright red and biting the lead Kong.
|Although usually an enemy, there is a Nibbla in Fish Food Frenzy which somewhat has the role of being an Animal Friend. Nibbla's mood is represented by its color. As Dixie and Kiddy go through the level, they must keep Nibbla fed with [[Koco]]s, otherwise it slowly becomes angrier until becoming bright red and biting the lead Kong.
|colspan=2, style="text-align:center"|[[Fish Food Frenzy]]
|colspan=2, style="text-align:center"|[[Fish Food Frenzy]]
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|style="text-align:center"|[[Tyrant Twin Tussle]]
|style="text-align:center"|[[Tyrant Twin Tussle]]
|}
|}
*Nibbla is an enemy-thingy.


===Brothers Bear===
===Brothers Bear===
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|style="text-align:center"|[[File:Koindozer DKC3.png]]
|style="text-align:center"|[[File:Koindozer DKC3.png]]
|style="text-align:center"|[[Koindozer]]
|style="text-align:center"|[[Koindozer]]
|Koindozers are a variant of Koin, although their behavior is completely different and they only appear in Koindozer Klamber, where they are featured. Unlike Koins, Koindozers are not stationary; they chase after the Kongs while holding a shield in front to try and knock them into gaps and other foes, much like Knockas. Koindozers Cannot be defeated. If the Kongs are above ground, Koindozer lifts up its shield, which they can use as a small platform.
|Koindozers are a variant of Koin, although their behavior is completely different and they only appear in Koindozer Klamber, where they are featured. Unlike Koins, Koindozers are not stationary; they chase after the Kongs while holding a shield in front to try and knock them into gaps and other foes, much like Knockas. If the Kongs are above ground, Koindozer lifts up its shield, which they can use as a small platform.
|colspan=2, style="text-align:center"|[[Koindozer Klamber]]
|colspan=2, style="text-align:center"|[[Koindozer Klamber]]
|-
|-
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|style="text-align:center"|[[File:Krumple DKC3.png]]
|style="text-align:center"|[[File:Krumple DKC3.png]]
|style="text-align:center"|[[Krumple]]
|style="text-align:center"|[[Krumple]]
|These muscular Kremlings replace [[Krusha]]s and [[Kruncha]]s from the first two respective ''Donkey Kong Country'' games. If either the Kongs touch a Krumple or if Dixie jumps onto its head, it pushes the Kongs out of the way, possibly throwing them into an obstacle. Krumples can only be defeated in t
|These muscular Kremlings replace [[Krusha]]s and [[Kruncha]]s from the first two respective ''Donkey Kong Country'' games. If either the Kongs touch a Krumple or if Dixie jumps onto its head, it pushes the Kongs out of the way, possibly throwing them into an obstacle. Krumples can only be defeated in three ways: having a barrel thrown at it, being jumped on by Kiddy Kong or a team up, or having an Animal Friend attack it.
four ways: having a barrel thrown at it, being jumped on by Kiddy Kong, or having an Animal Friend attack it, and the [[Team-Up]]
|style="text-align:center"|[[Rocket Barrel Ride]]
|style="text-align:center"|[[Rocket Barrel Ride]]
|style="text-align:center"|[[Creepy Caverns]]
|style="text-align:center"|[[Creepy Caverns]]
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|style="text-align:center"|[[File:Rekoil DKC3.png]]
|style="text-align:center"|[[File:Rekoil DKC3.png]]
|style="text-align:center"|[[Re-Koil]]
|style="text-align:center"|[[Re-Koil]]
|Re-Koils are orange Kremlings who bounce on their tail. They can be defeated from All attacks.
|Re-Koils are orange Kremlings who bounce on their tail. They can be defeated from most attacks.
|style="text-align:center"|[[Murky Mill]]
|style="text-align:center"|[[Murky Mill]]
|style="text-align:center"|[[Criss Kross Cliffs]]
|style="text-align:center"|[[Criss Kross Cliffs]]
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|-
|-
|style="text-align:center"|[[File:DKC3 Kroc start sign.png]] [[File:DKC3 Kroc stop sign.png]]
|style="text-align:center"|[[File:DKC3 Kroc start sign.png]] [[File:DKC3 Kroc stop sign.png]]
|style="text-align:center"|[[Warning sign]] and [[No Kroc sign]]
|style="text-align:center"|{{conjectural|Kroc signs}}
|Designate the beginning and ending points of [[Kroc]]'s shooting range.
|Designate the beginning and ending points of [[Kroc]]'s shooting range.
|-
|-
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|style="text-align:center"|[[File:TNT Barrel.png]] [[File:DKC2-3 TNT Barrel roll.png]]
|style="text-align:center"|[[File:TNT Barrel.png]] [[File:DKC2-3 TNT Barrel roll.png]]
|style="text-align:center"|[[TNT Barrel]]
|style="text-align:center"|[[TNT Barrel]]
|TNT Barrels are Explosive Variants of the normal barrel . If they are thrown into a sensitive wall, they can blast it away, creating an opening. They can also defeat powerful enemies like red Buzzes, Bazukas, and Kuff 'n' Klout.
|TNT Barrels are similar to normal barrels, however, they are explosive. If they are thrown into a sensitive wall, they can blast it away, creating an opening. They can also defeat powerful enemies like red Buzzes, Bazukas, and Kuff 'n' Klout.
|-
|-
!colspan=5 style="background:saddlebrown;color:white"align=center|'''Enterable barrels'''
!colspan=5 style="background:saddlebrown;color:white"align=center|'''Enterable barrels'''
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|style="text-align:center"|[[File:Barrel Cannon.png]]
|style="text-align:center"|[[File:Barrel Cannon.png]]
|style="text-align:center"|[[Arrow Barrel|Blast Barrel]]
|style="text-align:center"|[[Arrow Barrel|Blast Barrel]]
|These Auto-Fire Barrels shoot the Kongs to the direction it points. They are often found in levels taking place by a waterfall and are commonly needed to jump over Buzzes.
|These Auto-Fire Barrels shoot the Kongs upwards, or forwards if the barrel is turned. They are often found in levels taking place by a waterfall and are commonly needed to jump over Buzzes.
|-
|-
|style="text-align:center"|[[File:Bonus Barrel.png]]
|style="text-align:center"|[[File:Bonus Barrel.png]]
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|style="text-align:center"|[[File:RocketBarrel.png]]
|style="text-align:center"|[[File:RocketBarrel.png]]
|style="text-align:center"|[[Rocket Barrel]]
|style="text-align:center"|[[Rocket Barrel]]
|This special barrel only appear in the level [[Rocket Rush (level)|Rocket Rush]], where the Kongs must use this barrel to fly up cliffs infested with Buzzes. It can be controlled by maneuvering left and right. As the Kongs use the exhaust, it depletes fuel and it can be replenished by Fuel Drums. Depletion occurs quicker if the Kongs make contact with the walls. The Kongs can then get out of the Rocket Barrel after they have landed on a landing platform. If the Rocket barrel Runs out of Fuel, It Falls down, Causing the Kongs to lose a [[Red Ballon|Life]]
|This special barrel only appear in the level [[Rocket Rush (level)|Rocket Rush]], where the Kongs must use this barrel to fly up cliffs infested with Buzzes. It can be controlled by maneuvering left and right. As the Kongs use the exhaust, it depletes fuel and it can be replenished by Fuel Drums. Depletion occurs quicker if the Kongs make contact with the walls. The Kongs can then get out of the Rocket Barrel after they have landed on a landing platform.
|-
|-
|style="text-align:center"|[[File:TrackerBarrel.png]]
|style="text-align:center"|[[File:TrackerBarrel.png]]
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|style="text-align:center"|[[File:SwitchBarrel.png]] [[File:DKC3 Switch Barrel Steel.png]] [[File:DKC3 Switch Barrel TNT.png]]
|style="text-align:center"|[[File:SwitchBarrel.png]] [[File:DKC3 Switch Barrel Steel.png]] [[File:DKC3 Switch Barrel TNT.png]]
|style="text-align:center"|[[Switch Barrel]]
|style="text-align:center"|[[Switch Barrel]]
|These rare barrels only appear in three levels: [[Blazing Bazukas]], [[Koindozer Klamber]], and [[Criss Kross Cliffs]]. They must be touched to change the type of barrel that the Bazukas fire. Usually, it turns TNT Barrels into normal barrels, although it sometimes turns into Steel Barrels or TNT Barrels instead, which are needed to defeat Koins and red Buzzes.
|These rare barrels only appear in three levels: [[Blazing Bazukas]], [[Criss Kross Cliffs]], and [[Koindozer Klamber]]. They must be touched to change the type of barrel that the Bazukas fire. Usually, it turns TNT Barrels into normal barrels, although it sometimes turns into Steel Barrels or TNT Barrels instead, which are needed to defeat Koins and red Buzzes.
|-
|-
!colspan=5 style="background:saddlebrown;color:white"align=center|'''Other barrels'''
!colspan=5 style="background:saddlebrown;color:white"align=center|'''Other barrels'''
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==Glitches==
==Glitches==
{{main|List of Donkey Kong Country 3: Dixie Kong's Double Trouble! glitches}}
{{main|List of Donkey Kong Country 3: Dixie Kong's Double Trouble! glitches}}
===Creepy Caverns Glitch===
===Creepy Caverns glitch===
{{Damage|1}}
{{Damage|1}}
{{media table
{{media table
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